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How many copies did Titanic: The Experience sell?

Estimated copies sold
≈ 11k–18k
$12k–$32k after Steam's cut $22k–$50k before Steam's cut
from 319 reviews (Mixed)

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 Titanic: The Experience and predicted how it would do from its 8 similar games. Every figure here, including Titanic: The Experience's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 156k–254k
best case 655k (The Test)
Games like Titanic: The Experience

A typical game among these

≈ 156k–254k copies

≈ $833k–$1.5M after Steam's cut

from ~6k reviews

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

All 8 of the similar games are hits.

Best case: The Test at ≈ 499k–810k copies, ≈ $273k–$734k 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 601 reviews in their first month; the range was 272 to 4k.
The genre you'd be entering
These games
The similar games share Simulation (7 of 8) and Choose Your Own Adventure (3 of 8).
The winners
Winners here lead with Choose Your Own Adventure + Simulation, priced around $2. The breakout hits carry Pixel Graphics + Psychological + Multiple Endings; a typical game here doesn't.
When they shipped
The similar games span 2017 to 2024, and 1 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 43 for the oldest, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

Similar games

SimRail - The Railway Simulator
2024
Est. copies
≈ 138k–224k
SteamSpy 100k–200k
Est. revenue
$1.3M–$3.6M after Steam's cut $2.4M–$5.5M before Steam's cut
$34.99
6k reviews
Very Positive
TrainsSimulation
Out of Ore
2022
Est. copies
≈ 104k–170k
SteamSpy 100k–200k
Est. revenue
$718k–$1.9M after Steam's cut $1.3M–$3.0M before Steam's cut
$24.99
4k reviews
Very Positive
SimulationSandbox
Animal Shelter
2022
Est. copies
≈ 103k–168k
SteamSpy 200k–500k
Est. revenue
$568k–$1.5M after Steam's cut $1.0M–$2.3M before Steam's cut
$19.99
4k reviews
Very Positive
DogLife Sim
Kind Words (lo fi chill beats to write to)
2019
Est. copies
≈ 258k–420k
1.6x vs typical
SteamSpy 200k–500k
Est. revenue
$355k–$953k after Steam's cut $645k–$1.5M before Steam's cut
$4.99
9k reviews
Overwhelmingly Positive
EmotionalRelaxing
The Test
2020
Est. copies
≈ 499k–810k
3.6x vs typical
SteamSpy 500k–1M
Est. revenue
$273k–$734k after Steam's cut $496k–$1.1M before Steam's cut
$1.99
20k reviews
Overwhelmingly Positive
Choose Your Own AdventureSimulation
Train Sim World® 2020
2017
Est. copies
≈ 240k–391k
SteamSpy 200k–500k
Est. revenue
$859k–$2.3M after Steam's cut $1.6M–$3.6M before Steam's cut
$12.99
7k reviews
Mostly Positive
SimulationTrains
The Test: Hypothesis Rising
2020
Est. copies
≈ 147k–239k
SteamSpy 20k–50k
Est. revenue
$80k–$216k after Steam's cut $146k–$332k before Steam's cut
$1.99
6k reviews
Overwhelmingly Positive
SimulationMultiple Endings
Everything
2017
Est. copies
≈ 133k–216k
SteamSpy 100k–200k
Est. revenue
$549k–$1.5M after Steam's cut $997k–$2.3M before Steam's cut
$14.99
4k reviews
Very Positive
PhilosophicalSimulation

Sizing up your own game? See how many copies games in its genre usually sell before you build it.