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wishvane

How big is FitnessVR?

Estimated owners
≈ 372–605
from 15 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 FitnessVR out and predicted the genre from its 8 similar games. Every figure here, including FitnessVR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 738k–1.2M
best case 2.7M (Rec Room)
Games like FitnessVR

The middle of these games

≈ 738k–1.2M copies

≈ $1.9M–$19.7M after Steam's cut

from ~26k 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: Rec Room at ≈ 2.1M–3.4M copies.

What it took to get here
About half the games that made it here had over 4k reviews in their first month; the spread ran 728 to 26k.
The genre you'd be entering
Your set
Your set clusters on Sports (5 of 8) and Racing (4 of 8).
The winners
Winners here lead with VR + First-Person.
The era
The games you compared span 2018 to 2025, and 2 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 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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RacingDriving
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MotocrossMotorbike
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3.2x vs typical
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Free to PlayVR
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VRRacing
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2025
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RacingOpen World

Sizing up your own game? See what its genre can realistically do before you build it.