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How many copies did 狼と香辛料VR/Spice&WolfVR sell?

Estimated copies sold
≈ 35k–57k
$241k–$649k after Steam's cut $439k–$998k before the cut
from 1k reviews (Very Positive)

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

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We left 狼と香辛料VR/Spice&WolfVR out and predicted the genre from its 8 similar games. Every figure here, including 狼と香辛料VR/Spice&WolfVR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 2.2M–3.0M
best case 12.0M (VRChat)

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
≈ 2.2M–3.0M copies
≈ $8.2M–$19.6M after Steam's cut
from ~75k reviews
Best case
≈ 9.1M–14.9M copies
VRChat
The genre you'd be entering
Your set
Your set clusters on Simulation (3 of 8) and VR (3 of 8).
The winners
Winners here lead with VR + Anime.
The era
The games you compared span 2013 to 2020, a genre with a long track record.

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

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