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How many copies did Super Bullet Break sell?

Estimated copies sold
≈ 12k–20k
$66k–$179k after Steam's cut $121k–$275k before the cut
from 504 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 Super Bullet Break out and predicted the genre from its 8 similar games. Every figure here, including Super Bullet Break's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 179k–245k
best case 790k (Shadowverse CCG)
The Card Battler genre

All 8 of your similar games are hits. A healthy 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
≈ 179k–245k copies
≈ $1.4M–$2.2M after Steam's cut
from ~5k reviews
Best case
≈ 602k–979k copies
Shadowverse CCG
A breakout hit, far above a typical game.
The genre you'd be entering
Your set
Your set clusters on Card Battler (6 of 8) and Card Game (6 of 8).
The winners
Winners here lead with Anime + Card Game, priced around $25. The breakout hits carry Anime + Strategy + Sexual Content; a typical game here doesn't.
The era
The games you compared span 2014 to 2024, a genre with a long track record.

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

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Card GameCard Battler

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