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How many copies did Extreme Climbing sell?

Estimated copies sold
≈ 8k–13k
$18k–$48k after Steam's cut $33k–$74k before Steam's cut
from 329 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 Extreme Climbing and predicted how it would do from its 8 similar games. Every figure here, including Extreme Climbing's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 14k–96k
best case 573k (F1® 23)
Games like Extreme Climbing

A typical game among these

≈ 14k–96k copies

≈ $136k–$739k after Steam's cut

from ~1k reviews

Only the top fifth of 2019's Steam releases earned $34k or more before Steam's cut, so plan for that or less.

4 of the 8 similar games are hits.

Best case: F1® 23 at ≈ 437k–710k copies.

What their first month looked like
About half the games that made it here had over 676 reviews in their first month; the range was 17 to 3k.
The genre you'd be entering
These games
The similar games share Sports (7 of 8) and Action-Adventure (5 of 8).
The winners
Winners here lead with VR + Racing.
When they shipped
The similar games span 2019 to 2025, and 3 of the 8 shipped in the last two years.
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 36 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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Sizing up your own game? See how many copies games in its genre usually sell before you build it.