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How many copies did Boom Dojo sell?

Estimated copies sold
≈ 99–161
$272–$732 after Steam's cut $495–$1k before the cut
from 4 reviews (4 user reviews)
Thin evidence: 4 reviews. That range swings on one or two people, so read it as a hint, not a measurement.

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

Copies, estimated from reviews

typical (middle half) 391–2k
best case 61k (BOXVR)
Games like Boom Dojo

The middle of these games

≈ 391–2k copies

≈ $2k–$10k after Steam's cut

from ~25 reviews

Only the top fifth of 2019’s Steam releases earned about $34k gross, so plan for that or less.

1 of your 8 similar games is a hit.

Best case: BOXVR at ≈ 47k–76k copies, ≈ $386k–$1.0M 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 8 reviews in their first month; the spread ran 1 to 18.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Boxing (8 of 8) and Sports (8 of 8).
The winners
Winners here lead with Sports + VR, priced around $30. The breakout hits carry Indie + Casual + Action; a typical game here doesn't.
The era
None of the games you compared shipped in the last two years; the newest is from 2023. That says more about your picks than about the market, so add newer similar games to read the timing.
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 36 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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VRSports
BOXVR
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Est. copies
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65x vs typical
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SportsIndie
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VRRhythm
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SportsIndie
Shadow BoXR
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VRRhythm
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CasualRhythm

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