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How many copies did Gal*Gun 2 sell?

Estimated copies sold
≈ 76k–124k
$629k–$1.7M after Steam's cut $1.1M–$2.6M before Steam's cut
from 3k 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 Gal*Gun 2 and predicted how it would do from its 8 similar games. Every figure here, including Gal*Gun 2's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 646k–3.0M
best case 12.2M (VRChat)
Games like Gal*Gun 2

A typical game among these

≈ 646k–3.0M copies

≈ $4.5M–$9.2M after Steam's cut

from ~21k 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.

No genre covers most of these similar games. The closest is VR (3 of 8), so its genre is hard to place.

Of the 416 indie games that passed 1,000 reviews in 2022, 11.8% were novel genre mixes and 88.2% stuck to an established genre. Published indie market research.

Best case: VRChat at ≈ 9.3M–15.1M copies.

The genre you'd be entering
These games
The similar games share VR (3 of 8) and Anime (2 of 8).
The winners
Winners here lead with VR + Anime.
When they shipped
The similar games span 2015 to 2022, and none of them 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 61 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.