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How many copies did Swag and Sorcery sell?

Estimated copies sold
≈ 94k–152k
$335k–$900k after Steam's cut $609k–$1.4M before the cut
from 3k 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 Swag and Sorcery out and predicted the genre from its 8 similar games. Every figure here, including Swag and Sorcery's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 10.0M–14.7M
best case 78.0M (Euro Truck Simulator 2)
Games like Swag and Sorcery

The middle of these games

≈ 10.0M–14.7M copies

≈ $92.9M–$212.4M after Steam's cut

from ~246k reviews

Only the top fifth of 2019’s Steam releases earned about $34k gross, so plan for that or less.

All 8 of your similar games are hits.

Best case: Euro Truck Simulator 2 at ≈ 59.4M–96.6M copies, ≈ $326.7M–$878.4M after Steam's cut. A breakout hit, far above a typical game.

The genre you'd be entering
Your set
Your set clusters on Simulation (6 of 8) and Sandbox (4 of 8).
The winners
Winners here lead with Driving + Transportation, priced around $20. The breakout hits carry Relaxing + Driving + Transportation; a typical game here doesn't.
The era
The games you compared span 2012 to 2025, and 1 of your 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 79 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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