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How many copies did Headbangers: Rhythm Royale sell?

Estimated copies sold
≈ 29k–47k
$158k–$426k after Steam's cut $288k–$655k before the cut
from 1k reviews (Mostly 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 Headbangers: Rhythm Royale out and predicted the genre from its 8 similar games. Every figure here, including Headbangers: Rhythm Royale's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 354–1k
best case 6k (The Wraith of the Galaxy)
The Racing 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
≈ 354–1k copies
≈ $291–$44k after Steam's cut
from ~18 reviews
Best case
≈ 5k–7k copies
The Wraith of the Galaxy · ≈ $15k–$40k after Steam's cut
The genre you'd be entering
The launch
The games that made it here had roughly 2 to 32 reviews in their first month.
Under about 100 in month one, almost nothing recovers.
Your set
Your set clusters on Racing (5 of 8) and Simulation (5 of 8).
The winners
Winners here lead with 3D Fighter + Battle Royale, priced around $12.
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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ActionCasual
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ActionAdventure
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11x vs typical
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Early AccessAction
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ActionAdventure
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CasualSimulation

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