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wishvane

How big is FitnessVR?

Estimated owners
≈ 336–546
from 14 reviews (Mixed)

A labeled estimate from the public review count (adjusted for release year), not exact sales. Owner data cross-checked with SteamSpy.

Does this actually work?

We left FitnessVR out and predicted the genre from its 8 similar games. Every figure here, including FitnessVR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 725k–1.2M
best case 2.7M (Rec Room)
The Sports genre

All 8 of your similar games are hits. A big, proven genre for a game like yours.

A hit here: 1,000+ reviews, roughly $150k+ before Steam's cut (a standard indie benchmark).

A typical game
≈ 725k–1.2M copies
≈ $1.8M–$19.3M after Steam's cut
from ~26k reviews
Best case
≈ 2.1M–3.4M copies
Rec Room
The genre you'd be entering
The launch
The games that made it here had roughly 730 to 26k reviews in their first month.
Your set
Your set clusters on Sports (5 of 8) and Racing (4 of 8).
The winners
Winners here lead with VR + First-Person.
The era
The games you compared span 2018 to 2025, a genre with a long track record.

Copies and revenue are rough lifetime estimates from the review count.

Similar games

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RacingDriving
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Early AccessFighting
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$10.1M–$27.2M after Steam's cut $18.4M–$41.8M before the cut
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MotocrossMotorbike
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2021
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≈ 2.1M–3.4M
3.2x vs typical
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Free to PlayVR
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VRRacing
Pro Soccer Online
2025
Est. copies
≈ 657k–1.1M
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SportsFootball (Soccer)
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2024
Est. copies
≈ 595k–967k
SteamSpy 200k–500k
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RacingOpen World

Sizing up your own game? See what its genre can realistically do before you build it.