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How many copies did It Takes Two sell?

Estimated copies sold
≈ 6.7M–10.8M
$73.2M–$196.7M after Steam's cut $133.0M–$302.7M before the cut
from 268k reviews (Overwhelmingly 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 It Takes Two out and predicted the genre from its 8 similar games. Every figure here, including It Takes Two's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 4.8M–13.0M
best case 37.1M (Rocket League®)
Games like It Takes Two

The middle of these games

≈ 4.8M–13.0M copies

≈ $42.1M–$115.2M after Steam's cut

from ~140k 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: Rocket League® at ≈ 28.3M–46.0M copies.

What it took to get here
About half the games that made it here had over 4k reviews in their first month; the spread ran 1k to 63k.
The genre you'd be entering
Your set
Your set clusters on Co-op (6 of 8) and Action-Adventure (2 of 8).
The winners
Winners here lead with Football (Soccer) + Competitive.
The era
The games you compared span 2013 to 2025, 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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1.6x vs typical
SteamSpy 10M–20M
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≈ 2.5M–4.1M
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RacingOpen World
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≈ 28.3M–46.0M
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≈ 4.3M–7.0M
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MultiplayerFunny
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≈ 3.1M–5.1M
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$49.99
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Overwhelmingly Positive
Co-opSplit Screen

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