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How many copies did Workshop Simulator sell?

Estimated copies sold
≈ 8k–12k
$41k–$111k after Steam's cut $75k–$171k before Steam's cut
from 304 reviews (Mixed)

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 Workshop Simulator and predicted how it would do from its 8 similar games. Every figure here, including Workshop Simulator's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 97k–238k
best case 1.8M (SnowRunner)
Games like Workshop Simulator

A typical game among these

≈ 97k–238k copies

≈ $195k–$1.8M after Steam's cut

from ~5k reviews

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

All 8 of the similar games are hits.

Best case: SnowRunner at ≈ 1.4M–2.3M copies, ≈ $11.5M–$31.1M after Steam's cut. It is a breakout hit, far above a typical game.

What their first month looked like
About half the games that made it here had over 1k reviews in their first month; the range was 573 to 6k.
The genre you'd be entering
These games
The similar games share Exploration (8 of 8) and Simulation (8 of 8).
The winners
Winners here lead with Simulation + Automobile Sim, priced around $30. The breakout hits carry Multiplayer + Driving + Realistic; a typical game here doesn't.
When they shipped
5 of the 8 similar games shipped in the last two years. You'd be launching into a busy stretch.
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 of about 31, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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≈ 1.4M–2.3M
10x vs typical
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Dating SimSimulation

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