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How many copies did Weird West: Definitive Edition sell?

Estimated copies sold
≈ 111k–181k
$1.2M–$3.3M after Steam's cut $2.2M–$5.1M before the cut
from 4k reviews (Mostly Positive)

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 Weird West: Definitive Edition out and predicted the genre from its 8 similar games. Every figure here, including Weird West: Definitive Edition's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 283k–574k
best case 2.6M (No Rest for the Wicked)
Games like Weird West: Definitive Edition

The middle of these games

≈ 283k–574k copies

≈ $2.6M–$6.3M after Steam's cut

from ~11k reviews

Only the top fifth of 2019’s Steam releases earned about $34k gross, so plan for that or less.

7 of your 8 similar games are hits.

Best case: No Rest for the Wicked at ≈ 2.0M–3.3M copies, ≈ $22.1M–$59.4M after Steam's cut. A breakout hit, far above a typical game.

What it took to get here
About half the games that made it here had over 2k reviews in their first month; the spread ran 129 to 26k.
The genre you'd be entering
Your set
Your set clusters on Immersive Sim (5 of 8) and Building (3 of 8).
The winners
Winners here lead with Open World + Souls-like, priced around $40. The breakout hits carry Early Access + Souls-like + Action RPG; a typical game here doesn't.
The era
The games you compared span 2010 to 2024, and 1 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 79 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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