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How many copies did SteamWorld Heist II sell?

Estimated copies sold
≈ 59k–95k
$485k–$1.3M after Steam's cut $881k–$2.0M before the cut
from 2k 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 SteamWorld Heist II out and predicted the genre from its 8 similar games. Every figure here, including SteamWorld Heist II's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 721k–830k
best case 9.2M (Divinity: Original Sin 2 - Definitive Edition)

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
≈ 721k–830k copies
≈ $2.8M–$9.4M after Steam's cut
from ~16k reviews
Best case
≈ 7.0M–11.4M copies
Divinity: Original Sin 2 - Definitive Edition · ≈ $87.0M–$233.9M after Steam's cut
A breakout hit, far above a typical game.
The genre you'd be entering
Your set
Your set clusters on Turn-Based Tactics (4 of 8) and Exploration (3 of 8).
The winners
Winners here lead with Tactical RPG + Turn-Based Strategy, priced around $45. The breakout hits carry Tactical RPG + Fantasy + Character Customization; a typical game here doesn't.
The era
The games you compared span 2015 to 2024, a genre with a long track record.

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

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Very Positive
Turn-Based TacticsExploration

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