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How many copies did Gloomwood sell?

Estimated copies sold
≈ 208k–338k
$1.1M–$3.1M after Steam's cut $2.1M–$4.7M before the cut
from 8k 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 Gloomwood out and predicted the genre from its 8 similar games. Every figure here, including Gloomwood's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 221k–269k
best case 1.5M (Bodycam)
Games like Gloomwood

The middle of these games

≈ 221k–269k copies

≈ $1.7M–$2.6M after Steam's cut

from ~7k 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.

Your picks lean toward this genre's biggest survivors; the typical figure reads from its ordinary successes.

Best case: Bodycam at ≈ 1.2M–1.9M copies, ≈ $10.5M–$28.3M 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 4k reviews in their first month; the spread ran 2k to 28k.
The genre you'd be entering
Your set
Your set clusters on FPS (5 of 8) and Immersive Sim (4 of 8).
The winners
Winners here lead with Rogue-lite + Action Roguelike, priced around $20. The breakout hits carry Shooter; a typical game here doesn't.
The era
5 of your 8 similar games shipped in the last two years. You'd be launching into a busy stretch.
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 36 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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