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How many copies did Swag and Sorcery sell?

Estimated copies sold
≈ 94k–152k
$334k–$899k after Steam's cut $608k–$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) 9.7M–14.0M
best case 63.6M (Euro Truck Simulator 2)

All 8 of your similar games are hits. A big, proven 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
≈ 9.7M–14.0M copies
≈ $93.8M–$202.0M after Steam's cut
from ~243k reviews
Best case
≈ 48.5M–78.7M copies
Euro Truck Simulator 2 · ≈ $266.4M–$716.2M 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, a genre with a long track record.

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

Similar games

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SteamSpy 5M–10M
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AutomationBase-Building
Euro Truck Simulator 2
2012
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≈ 48.5M–78.7M
3.8x vs typical
SteamSpy 10M–20M
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DrivingTransportation
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Cities: Skylines
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RimWorld
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≈ 7.4M–12.0M
SteamSpy 5M–10M
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Colony SimBase-Building
Schedule I
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Est. copies
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SteamSpy 10M–20M
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Sid Meier’s Civilization® VI
2016
Est. copies
≈ 15.1M–24.5M
1.5x vs typical
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American Truck Simulator
2016
Est. copies
≈ 7.8M–12.6M
SteamSpy 2M–5M
Est. revenue
$42.7M–$114.7M after Steam's cut $77.6M–$176.5M before the cut
$19.99
194k reviews
Overwhelmingly Positive
Automobile SimDriving

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