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How many copies did Super Mombo Quest sell?

Estimated copies sold
≈ 22k–35k
$120k–$323k after Steam's cut $218k–$496k before the cut
from 880 reviews (Overwhelmingly 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 Super Mombo Quest out and predicted the genre from its 8 similar games. Every figure here, including Super Mombo Quest's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 1k–3k
best case 421k (You Have to Win the Game)
Games like Super Mombo Quest

The middle of these games

≈ 1k–3k copies

≈ $5k–$23k after Steam's cut

from ~45 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: You Have to Win the Game at ≈ 321k–521k copies. A breakout hit, far above a typical game.

What it took to get here
About half the games that made it here had over 17 reviews in their first month; the spread ran 10 to 23.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Platformer (8 of 8) and Arcade (6 of 8).
The winners
Winners here lead with Platformer, priced around $5. The breakout hits carry Free to Play + Retro + Indie; a typical game here doesn't.
The era
The games you compared span 2014 to 2024, 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 70 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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MultiplayerPvP

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