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How many copies did Wild world sell?

Estimated copies sold
≈ 546–887
$149–$400 after Steam's cut $270–$615 before the cut
from 22 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 Wild world out and predicted the genre from its 8 similar games. Every figure here, including Wild world's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 11k–30k
best case 31k (Flash Doll)
The Action Roguelike genre

None 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
≈ 11k–30k copies
≈ $75k–$131k after Steam's cut
from ~542 reviews
Best case
≈ 24k–38k copies
Flash Doll · ≈ $59k–$157k after Steam's cut
The genre you'd be entering
The launch
The games that made it here had roughly 111 to 634 reviews in their first month.
Your set
Your set clusters on Action Roguelike (7 of 8) and Rogue-like (3 of 8).
The winners
Winners here lead with Anime + Spectacle fighter, priced around $9.
The era
6 of your 8 similar games shipped in the last two years. You'd be launching into a busy stretch.

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.