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How many copies did Crazy Kung Fu sell?

Estimated copies sold
≈ 2k–3k
$8k–$23k after Steam's cut $15k–$35k before the cut
from 83 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 Crazy Kung Fu out and predicted the genre from its 8 similar games. Every figure here, including Crazy Kung Fu's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 144k–758k
best case 4.3M (TEKKEN 7)
Games like Crazy Kung Fu

The middle of these games

≈ 144k–758k copies

≈ $843k–$8.1M after Steam's cut

from ~11k 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: TEKKEN 7 at ≈ 3.3M–5.3M copies, ≈ $36.1M–$97.0M after Steam's cut.

What it took to get here
About half the games that made it here had over 2k reviews in their first month; the spread ran 432 to 16k.
The genre you'd be entering
Your set
Your set clusters on Fighting (6 of 8) and 3D Fighter (4 of 8).
The winners
Winners here lead with Fighting + Competitive, priced around $40.
The era
The games you compared span 2015 to 2024, and 1 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 61 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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2.1x vs typical
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≈ 3.3M–5.3M
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