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How many copies did Intelligent Design: An Evolutionary Sandbox sell?

Estimated copies sold
≈ 5k–8k
$10k–$26k after Steam's cut $18k–$41k before the cut
from 149 reviews (Mixed)

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 Intelligent Design: An Evolutionary Sandbox out and predicted the genre from its 8 similar games. Every figure here, including Intelligent Design: An Evolutionary Sandbox's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 91k–195k
best case 896k (Cell to Singularity - Evolution Never Ends)
The Idler 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
≈ 91k–195k copies
≈ $238k–$922k after Steam's cut
from ~4k reviews
Best case
≈ 682k–1.1M copies
Cell to Singularity - Evolution Never Ends
The genre you'd be entering
Your set
Your set clusters on Idler (5 of 8) and Simulation (5 of 8).
The winners
Winners here lead with Clicker + Simulation.
The era
5 of your 8 similar games shipped in the last two years. You'd be launching into a busy stretch.

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

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2.0x vs typical
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ClickerFree to Play

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