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wishvane

How many copies did Section 13 sell?

Estimated copies sold
≈ 22k–35k
$119k–$321k after Steam's cut $217k–$494k before the cut
from 905 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 Section 13 out and predicted the genre from its 8 similar games. Every figure here, including Section 13's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 68k–269k
best case 1.5M (Deep Rock Galactic: Survivor)
The Action Roguelike 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
≈ 68k–269k copies
≈ $498k–$2.2M after Steam's cut
from ~4k reviews
Best case
≈ 1.2M–1.9M copies
Deep Rock Galactic: Survivor · ≈ $4.1M–$11.0M after Steam's cut
The genre you'd be entering
Your set
Your set clusters on Action Roguelike (6 of 8) and Rogue-lite (6 of 8).
The winners
Winners here lead with Dwarf + Action Roguelike, priced around $13.
The era
Only 2 of your 8 similar games shipped in the last two years. That says more about your picks than about the market, so add newer similar games to read the timing.

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

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