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How many copies did Neon Tail sell?

Estimated copies sold
≈ 2k–4k
$17k–$44k after Steam's cut $30k–$68k before the cut
from 97 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 Neon Tail out and predicted the genre from its 8 similar games. Every figure here, including Neon Tail's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 57k–142k
best case 206k (GRIP: Combat Racing)
Games like Neon Tail

The middle of these games

≈ 57k–142k copies

≈ $349k–$1.1M after Steam's cut

from ~2k reviews

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

6 of your 8 similar games are hits.

Best case: GRIP: Combat Racing at ≈ 157k–254k copies, ≈ $1.3M–$3.5M after Steam's cut.

What it took to get here
About half the games that made it here had over 146 reviews in their first month; the spread ran 14 to 1k.
The genre you'd be entering
Your set
Your set clusters on Racing (6 of 8) and Combat Racing (3 of 8).
The winners
Winners here lead with Racing + Automobile Sim, priced around $30.
The era
The games you compared span 2011 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 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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2.3x vs typical
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