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How many copies did Yakiniku simulator sell?

Estimated copies sold
≈ 11k–17k
$15k–$39k after Steam's cut $26k–$60k before the cut
from 441 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 Yakiniku simulator out and predicted the genre from its 8 similar games. Every figure here, including Yakiniku simulator's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 143k–252k
best case 770k (Disney Dreamlight Valley)
The Life Sim 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
≈ 143k–252k copies
≈ $873k–$2.7M after Steam's cut
from ~5k reviews
Best case
≈ 587k–953k copies
Disney Dreamlight Valley · ≈ $6.5M–$17.3M after Steam's cut
The genre you'd be entering
Your set
Your set clusters on Life Sim (6 of 8) and Simulation (6 of 8).
The winners
Winners here lead with Life Sim + Character Customization, priced around $40.
The era
5 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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IndieSimulation

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