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How many copies did Crystal Raiders VR sell?

Estimated copies sold
≈ 992–2k
$4k–$11k after Steam's cut $7k–$17k before the cut
from 40 reviews (Mixed)

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 Crystal Raiders VR out and predicted the genre from its 8 similar games. Every figure here, including Crystal Raiders VR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 13.0M–21.7M
best case 34.7M (Apex Legends™)
Games like Crystal Raiders VR

The middle of these games

≈ 13.0M–21.7M copies

≈ $82.5M–$215.5M after Steam's cut

from ~345k 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.

Best case: Apex Legends™ at ≈ 26.4M–43.0M 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 240k reviews in their first month; the spread ran 76k to 327k.
The genre you'd be entering
Your set
Your set clusters on Open World (5 of 8) and First-Person (4 of 8).
The winners
Winners here lead with Battle Royale + FPS, priced around $60.
The era
The games you compared span 2010 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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