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How many copies did Vivid Knight sell?

Estimated copies sold
≈ 42k–69k
$175k–$470k after Steam's cut $318k–$723k before the cut
from 2k reviews (Very Positive)

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

Copies, estimated from reviews

typical (middle half) 4k–198k
best case 645k (Backpack Battles)
The Auto Battler genre

3 of your 8 similar games are hits. A niche genre: plan for a small audience.

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

A typical game
≈ 4k–198k copies
≈ $22k–$1.5M after Steam's cut
from ~529 reviews
Best case
≈ 491k–799k copies
Backpack Battles · ≈ $2.0M–$5.4M after Steam's cut
The genre you'd be entering
Your set
Your set clusters on Auto Battler (5 of 8) and Inventory Management (5 of 8).
The winners
Winners here lead with Auto Battler + Inventory Management, priced around $15.
The era
4 of your 8 similar games shipped in the last two years, so this niche is actively shipping.

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

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