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How many copies did Vivid Knight sell?

Estimated copies sold
≈ 42k–69k
$175k–$469k after Steam's cut $317k–$722k before Steam's cut
from 2k reviews (Very Positive)

Copies are estimated from the public review count, adjusted for release year, and cross-checked against SteamSpy's own estimate.

Did the prediction match what actually happened?

We hid Vivid Knight and predicted how it would do from its 8 similar games. Every figure here, including Vivid Knight's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 5k–194k
best case 675k (Backpack Battles)
Games like Vivid Knight

A typical game among these

≈ 5k–194k copies

≈ $23k–$1.5M after Steam's cut

from ~539 reviews

Only the top fifth of 2019's Steam releases earned $34k or more before Steam's cut, so plan for that or less.

3 of the 8 similar games are hits.

Best case: Backpack Battles at ≈ 515k–836k copies, ≈ $2.1M–$5.7M after Steam's cut.

What their first month looked like
About half the games that made it here had over 219 reviews in their first month; the range was 35 to 16k.
The genre you'd be entering
These games
The similar games share Auto Battler (5 of 8) and Inventory Management (5 of 8).
The winners
Winners here lead with Auto Battler + Inventory Management, priced around $15.
When they shipped
4 of the 8 similar games shipped in the last two years, so this genre is actively shipping.
How these numbers were worked out

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

Copies come from each game's reviews times a sales-per-review rate that falls with release age, from about 31 for the most recent game here to about 52 for the oldest, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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Auto BattlerInventory Management
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Roguelike DeckbuilderAuto Battler

Sizing up your own game? See how many copies games in its genre usually sell before you build it.