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How many copies did Intergalactic Fishing sell?

Estimated copies sold
≈ 10k–16k
$41k–$111k after Steam's cut $75k–$170k before Steam's cut
from 403 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 Intergalactic Fishing and predicted how it would do from its 8 similar games. Every figure here, including Intergalactic Fishing's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 2k–10k
best case 21k (Ecosystem)
Games like Intergalactic Fishing

A typical game among these

≈ 2k–10k copies

≈ $7k–$57k after Steam's cut

from ~150 reviews

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

None of the 8 similar games are hits.

Best case: Ecosystem at ≈ 16k–26k copies, ≈ $87k–$234k after Steam's cut.

What their first month looked like
About half the games that made it here had over 48 reviews in their first month; the range was 18 to 475.
Games with under about 100 reviews in month one almost never recover.
The genre you'd be entering
These games
The similar games share Simulation (6 of 8) and Sandbox (4 of 8).
The winners
Winners here lead with Colony Sim + Automation, priced around $20.
When they shipped
5 of the 8 similar games shipped in the last two years. You'd be launching into a busy stretch.
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 38 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.