Sign in
wishvane

How many copies did Terra Randoma sell?

Estimated copies sold
≈ 4k–7k
$17k–$46k after Steam's cut $31k–$71k before the cut
from 167 reviews (Very 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 Terra Randoma out and predicted the genre from its 8 similar games. Every figure here, including Terra Randoma's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 21k–64k
best case 411k (Caves of Qud)
Games like Terra Randoma

The middle of these games

≈ 21k–64k copies

≈ $108k–$219k after Steam's cut

from ~762 reviews

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

4 of your 8 similar games are hits.

Best case: Caves of Qud at ≈ 313k–508k copies, ≈ $2.6M–$6.9M 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 202 reviews in their first month; the spread ran 5 to 9k.
The genre you'd be entering
Your set
Your set clusters on Traditional Roguelike (8 of 8) and Open World (6 of 8).
The winners
Winners here lead with Procedural Generation + Turn-Based, priced around $18. The breakout hits carry Procedural Generation + Turn-Based + Turn-Based Combat; a typical game here doesn't.
The era
The games you compared span 2013 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).

Similar games

Caves of Qud
2024
Est. copies
≈ 313k–508k
17x vs typical
SteamSpy 200k–500k
Est. revenue
$2.6M–$6.9M after Steam's cut $4.7M–$10.7M before the cut
$29.99
13k reviews
Overwhelmingly Positive
Procedural GenerationTurn-Based Combat
The Doors of Trithius
2021
Est. copies
≈ 24k–39k
SteamSpy under 20k
Est. revenue
$100k–$269k after Steam's cut $182k–$414k before the cut
$14.99
978 reviews
Very Positive
SimulationTraditional Roguelike
UnReal World
2016
Est. copies
≈ 57k–93k
1.8x vs typical
SteamSpy 100k–200k
Est. revenue
$228k–$612k after Steam's cut $414k–$941k before the cut
$14.50
1k reviews
Very Positive
Open WorldSurvival
Wayward
2016
Est. copies
≈ 57k–92k
1.8x vs typical
SteamSpy 50k–100k
Est. revenue
$125k–$336k after Steam's cut $227k–$516k before the cut
$7.99
1k reviews
Very Positive
SurvivalOpen World Survival Craft
HyperRogue
2015
Est. copies
≈ 24k–39k
SteamSpy 100k–200k
Est. revenue
$66k–$179k after Steam's cut $121k–$275k before the cut
$9.99
496 reviews
Very Positive
Traditional RoguelikePsychedelic
Rogue Empire: Dungeon Crawler RPG
2019
Est. copies
≈ 11k–19k
SteamSpy 50k–100k
Est. revenue
$47k–$127k after Steam's cut $86k–$195k before the cut
$14.99
397 reviews
Very Positive
Traditional RoguelikeRogue-like
Tales of Maj'Eyal
2013
Est. copies
≈ 469k–762k
9.7x vs typical
SteamSpy 50k–100k
Est. revenue
$902k–$2.4M after Steam's cut $1.6M–$3.7M before the cut
$6.99
7k reviews
Very Positive
Traditional RoguelikeRogue-like
Soulash
2022
Est. copies
≈ 14k–22k
SteamSpy 20k–50k
Est. revenue
$56k–$150k after Steam's cut $101k–$231k before the cut
$14.99
546 reviews
Mostly Positive
RPGTraditional Roguelike

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