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How many copies did Climbey sell?

Estimated copies sold
≈ 28k–46k
$62k–$166k after Steam's cut $112k–$255k before Steam's cut
from 1k 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 Climbey and predicted how it would do from its 8 similar games. Every figure here, including Climbey's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 4k–10k
best case 1.4M (BONEWORKS)
Games like Climbey

A typical game among these

≈ 4k–10k copies

≈ $15k–$68k after Steam's cut

from ~144 reviews

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

2 of the 8 similar games are hits.

Best case: BONEWORKS at ≈ 1.1M–1.7M copies, ≈ $8.7M–$23.3M after Steam's cut. It is a breakout hit, far above a typical game.

What their first month looked like
About half the games that made it here had over 102 reviews in their first month; the range was 27 to 2k.
The genre you'd be entering
These games
The similar games share VR (8 of 8) and Simulation (5 of 8).
The winners
Winners here lead with VR + Physics, priced around $30. The breakout hits carry Singleplayer + Great Soundtrack + Physics; a typical game here doesn't.
When they shipped
Only 2 of the 8 similar games shipped in the last two years. That says more about which games were found than about the market.
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.