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The realistic ceiling for Immersive sim games

Two honest views of what Immersive sim games do on Steam: the whole market from a systematic sample, and the games gathered here. Kept separate on purpose.

The market
A typical game sells
≈ under 20k copies
under $108k after Steam's cut, est.
The top decile
≈ 100k–200k copies
$539k–$1.1M after Steam's cut, est.

Half the reviews in SteamSpy's sample of 3,563 Immersive sim games sit with 17 of them.

Based on the 3,563 Immersive sim games SteamSpy lists, its visible subset, not the whole market. Games are grouped by the tags players give them, which are applied loosely, so a genre's edges are fuzzy. Owners are SteamSpy estimates from review counts, not exact sales.

The Immersive sim games gathered on wishvane

Across the 273 Immersive sim games compared here, a typical one runs ≈ 105k–394k copies (est.), with Supermarket Simulator the biggest comparable game at ≈ 2.0M–3.2M. A small, self-selected sample, not the whole market.

  • The Immersive sim games gathered here span 2007 to 2026, a long track record.
  • Across the Immersive sim games gathered here the median price is $13.99, and the biggest charge more, around $27.

and 213 more

Building a Immersive sim game? This genre already ran your experiment. Add the games yours will be compared to and see what's realistic, before you spend months on it.

Market data from SteamSpy; game data from Steam and SteamSpy. Copies and revenue are rough estimates from public review counts, not exact sales.

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