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How many copies did Try To Reach 10 sell?

Estimated copies sold
≈ 546–887
$149–$400 after Steam's cut $270–$615 before Steam's cut
from 22 reviews (Mostly 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 Try To Reach 10 and predicted how it would do from its 8 similar games. Every figure here, including Try To Reach 10's, is estimated from Steam reviews.

Copies, estimated from reviews

typical (middle half) 80k–220k
best case 511k (Learn to Fly 3)
Games like Try To Reach 10

A typical game among these

≈ 80k–220k copies

≈ $165k–$626k after Steam's cut

from ~3k 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: Learn to Fly 3 at ≈ 390k–633k copies.

What their first month looked like
About half the games that made it here had over 399 reviews in their first month; the range was 58 to 2k.
The genre you'd be entering
These games
The similar games share Puzzle (6 of 8) and Logic (3 of 8).
The winners
Winners here lead with Physics + Simulation.
When they shipped
The similar games span 2014 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 70 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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SteamSpy 200k–500k
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BuildingManagement
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2017
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3.8x vs typical
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ActionMultiplayer
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2.7x vs typical
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Overwhelmingly Positive
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CasualArcade

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