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How many copies did Yakiniku simulator sell?

Estimated copies sold
≈ 11k–18k
$15k–$41k after Steam's cut $28k–$63k before Steam's cut
from 445 reviews (Very Positive)

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

Copies, estimated from reviews

typical (middle half) 150k–268k
best case 810k (Disney Dreamlight Valley)
Games like Yakiniku simulator

A typical game among these

≈ 150k–268k copies

≈ $914k–$2.9M 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: Disney Dreamlight Valley at ≈ 617k–1.0M copies, ≈ $6.8M–$18.3M after Steam's cut.

What their first month looked like
About half the games that made it here had over 4k reviews in their first month; the range was 1k to 14k.
The genre you'd be entering
These games
The similar games share Life Sim (6 of 8) and Simulation (6 of 8).
The winners
Winners here lead with Life Sim + Character Customization, priced around $40.
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 that falls with release age, from about 31 for the most recent game here to about 38 for the oldest, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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4.9x vs typical
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IndieSimulation

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