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How many copies did RAILGRADE sell?

Estimated copies sold
≈ 31k–50k
$256k–$689k after Steam's cut $466k–$1.1M before the cut
from 1k 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 RAILGRADE out and predicted the genre from its 8 similar games. Every figure here, including RAILGRADE's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 572k–1.1M
best case 7.6M (Factorio)
Games like RAILGRADE

The middle of these games

≈ 572k–1.1M copies

≈ $6.0M–$17.6M after Steam's cut

from ~17k 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: Factorio at ≈ 5.8M–9.4M copies, ≈ $55.8M–$150.2M 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 16k reviews in their first month; the spread ran 2k to 86k.
The genre you'd be entering
Your set
Your set clusters on Management (5 of 8) and Sandbox (5 of 8).
The winners
Winners here lead with Automation + Base-Building, priced around $35. The breakout hits carry Resource Management + Multiplayer + Survival; a typical game here doesn't.
The era
The games you compared span 2015 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 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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StrategyPuzzle
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SimulationTrains

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