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How many copies did Pets VR sell?

Estimated copies sold
≈ 149–242
$205–$549 after Steam's cut $372–$845 before the cut
from 6 reviews (6 user reviews)
Thin evidence: 6 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 Pets VR out and predicted the genre from its 8 similar games. Every figure here, including Pets VR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 142k–547k
best case 2.0M (PC Building Simulator)
Games like Pets VR

The middle of these games

≈ 142k–547k copies

≈ $827k–$3.7M after Steam's cut

from ~6k 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: PC Building Simulator at ≈ 1.5M–2.5M copies, ≈ $8.4M–$22.5M after Steam's cut.

What it took to get here
About half the games that made it here had over 803 reviews in their first month; the spread ran 600 to 7k.
The genre you'd be entering
Your set
Your set clusters on Simulation (8 of 8) and Education (5 of 8).
The winners
Winners here lead with Simulation + Education, priced around $20.
The era
The games you compared span 2018 to 2026, and 3 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 38 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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Sizing up your own game? See what its genre can realistically do before you build it.