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How many copies did Capoo Pals sell?

Estimated copies sold
≈ 11k–18k
$30k–$80k after Steam's cut $54k–$124k before the cut
from 439 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 Capoo Pals out and predicted the genre from its 8 similar games. Every figure here, including Capoo Pals's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 32k–125k
best case 157k (Chill Pulse)
Games like Capoo Pals

The middle of these games

≈ 32k–125k copies

≈ $51k–$249k after Steam's cut

from ~2k reviews

Only the top fifth of 2019’s Steam releases earned about $34k gross, so plan for that or less.

6 of your 8 similar games are hits.

Best case: Chill Pulse at ≈ 120k–195k copies, ≈ $164k–$442k after Steam's cut.

What it took to get here
About half the games that made it here had over 516 reviews in their first month; the spread ran 9 to 1k.
The genre you'd be entering
Your set
Your set clusters on Idler (8 of 8) and Utilities (8 of 8).
The winners
Winners here lead with Utilities + Simulation, priced around $5.
The era
6 of your 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 of about 31, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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CasualCozy
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MusicCozy

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