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How many copies did Buck Up And Drive! sell?

Estimated copies sold
≈ 17k–27k
$37k–$99k after Steam's cut $67k–$152k before the cut
from 697 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 Buck Up And Drive! out and predicted the genre from its 8 similar games. Every figure here, including Buck Up And Drive!'s, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 4.8M–10.3M
best case 24.7M (BeamNG.drive)
The Racing genre

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
≈ 4.8M–10.3M copies
≈ $90.8M–$209.8M after Steam's cut
from ~162k reviews
Best case
≈ 18.8M–30.6M copies
BeamNG.drive · ≈ $129.2M–$347.5M after Steam's cut
The genre you'd be entering
Your set
Your set clusters on Racing (6 of 8) and Driving (5 of 8).
The winners
Winners here lead with Simulation + Driving, priced around $25.
The era
The games you compared span 2014 to 2021, a genre with a long track record.

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

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1.9x vs typical
SteamSpy 5M–10M
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RacingOpen World
BeamNG.drive
2015
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≈ 18.8M–30.6M
2.5x vs typical
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SimulationDriving
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Sizing up your own game? See what its genre can realistically do before you build it.