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How many copies did Hell Road VR sell?

Estimated copies sold
≈ 2k–3k
$10k–$28k after Steam's cut $19k–$43k before the cut
from 76 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 Hell Road VR out and predicted the genre from its 8 similar games. Every figure here, including Hell Road VR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 164k–3.7M
best case 8.4M (World of Tanks Blitz)
Games like Hell Road VR

The middle of these games

≈ 164k–3.7M copies

≈ $852k–$21.9M after Steam's cut

from ~29k reviews

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

6 of your 8 similar games are hits.

No genre covers most of your similar games. The closest is Shooter (4 of 8), so the genre you lead with is still undecided.

Of the 416 indie games that passed 1,000 reviews in 2022, 11.8% were novel genre mixes and 88.2% stuck to an established genre. Published indie market research.

Best case: World of Tanks Blitz at ≈ 6.4M–10.4M copies.

The genre you'd be entering
Your set
Your set clusters on Shooter (4 of 8) and Arcade (3 of 8).
The winners
Winners here lead with Tanks + Shooter.
The era
The games you compared span 2013 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 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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