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wishvane

How many copies did Hero Soul: I want to be a Hero! sell?

Estimated copies sold
≈ 25–40
$69–$182 after Steam's cut $125–$280 before the cut
from 1 reviews (1 user reviews)
Thin evidence: 1 review. That range swings on one or two people, so read it as a hint, not a measurement.

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 Hero Soul: I want to be a Hero! out and predicted the genre from its 8 similar games. Every figure here, including Hero Soul: I want to be a Hero!'s, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 2k–40k
best case 79k (Endless Alice)
Games like Hero Soul: I want to be a Hero!

The middle of these games

≈ 2k–40k copies

≈ $7k–$287k after Steam's cut

from ~623 reviews

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

2 of your 8 similar games are hits.

Best case: Endless Alice at ≈ 61k–98k copies, ≈ $150k–$403k after Steam's cut.

What it took to get here
About half the games that made it here had over 298 reviews in their first month; the spread ran 7 to 949.
The genre you'd be entering
Your set
Your set clusters on Action Roguelike (8 of 8) and Hack and Slash (6 of 8).
The winners
Winners here lead with Third-Person Shooter + Action Roguelike, priced around $9.
The era
4 of your 8 similar games shipped in the last two years, so this niche is actively shipping.
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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