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How many copies did High School Odyssey sell?

Estimated copies sold
≈ 15k–25k
$38k–$102k after Steam's cut $69k–$156k before the cut
from 617 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 High School Odyssey out and predicted the genre from its 8 similar games. Every figure here, including High School Odyssey's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 1.0M–4.4M
best case 56.5M (Stardew Valley)
Games like High School Odyssey

The middle of these games

≈ 1.0M–4.4M copies

≈ $9.2M–$33.2M after Steam's cut

from ~47k 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: Stardew Valley at ≈ 43.0M–69.9M copies, ≈ $177.4M–$476.9M 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 20k reviews in their first month; the spread ran 953 to 208k.
The genre you'd be entering
Your set
Your set clusters on Sandbox (6 of 8) and Simulation (6 of 8).
The winners
Winners here lead with Farming Sim + Life Sim, priced around $15. The breakout hits carry Pixel Graphics + Relaxing + Agriculture; a typical game here doesn't.
The era
The games you compared span 2016 to 2026, 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 52 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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Life SimBuilding

Sizing up your own game? See what its genre can realistically do before you build it.