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How many copies did Projectile Dysfunction sell?

Estimated copies sold
≈ 1k–2k
$1k–$4k after Steam's cut $2k–$6k before the cut
from 50 reviews (Mostly 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 Projectile Dysfunction out and predicted the genre from its 8 similar games. Every figure here, including Projectile Dysfunction's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 748k–920k
best case 23.1M (Half-Life 2)
Games like Projectile Dysfunction

The middle of these games

≈ 748k–920k copies

≈ $4.4M–$8.1M after Steam's cut

from ~22k 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: Half-Life 2 at ≈ 17.6M–28.6M copies, ≈ $48.3M–$130.0M 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 962 to 24k.
The genre you'd be entering
Your set
Your set clusters on FPS (8 of 8) and Shooter (8 of 8).
The winners
Winners here lead with FPS + Shooter, priced around $18. The breakout hits carry Singleplayer + Action + War; a typical game here doesn't.
The era
The games you compared span 2004 to 2026, 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 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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FPSWar

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