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How many copies did TrackDayR sell?

Estimated copies sold
≈ 56k–91k
$385k–$1.0M after Steam's cut $700k–$1.6M before the cut
from 2k 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 TrackDayR out and predicted the genre from its 8 similar games. Every figure here, including TrackDayR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 59k–139k
best case 1.4M (MX Bikes)
Games like TrackDayR

The middle of these games

≈ 59k–139k copies

≈ $463k–$1.4M after Steam's cut

from ~2k 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: MX Bikes at ≈ 1.1M–1.7M copies, ≈ $10.2M–$27.5M 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 282 reviews in their first month; the spread ran 62 to 3k.
The genre you'd be entering
Your set
Your set clusters on Motorbike (8 of 8) and Motocross (7 of 8).
The winners
Winners here lead with Motocross + Motorbike, priced around $35. The breakout hits carry VR + Realistic; a typical game here doesn't.
The era
The games you compared span 2010 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).

Similar games

Sledders
2025
Est. copies
≈ 120k–195k
2.8x vs typical
SteamSpy 100k–200k
Est. revenue
$988k–$2.7M after Steam's cut $1.8M–$4.1M before the cut
$29.99
5k reviews
Very Positive
MotocrossSimulation
MXGP - The Official Motocross Videogame
2014
Est. copies
≈ 92k–149k
SteamSpy 200k–500k
Est. revenue
$252k–$678k after Steam's cut $458k–$1.0M before the cut
$9.99
2k reviews
Very Positive
RacingSports
MX Bikes
2019
Est. copies
≈ 1.1M–1.7M
22x vs typical
SteamSpy 1M–2M
Est. revenue
$10.2M–$27.5M after Steam's cut $18.6M–$42.3M before the cut
$34.99
37k reviews
Very Positive
MotocrossMotorbike
MX vs ATV All Out
2018
Est. copies
≈ 52k–84k
SteamSpy 200k–500k
Est. revenue
$568k–$1.5M after Steam's cut $1.0M–$2.4M before the cut
$39.99
2k reviews
Very Positive
RacingSports
MXGP3 - The Official Motocross Videogame
2017
Est. copies
≈ 45k–73k
SteamSpy 100k–200k
Est. revenue
$247k–$664k after Steam's cut $449k–$1.0M before the cut
$19.99
1k reviews
Very Positive
RacingSimulation
MXGP 2021 - The Official Motocross Videogame
2021
Est. copies
≈ 31k–51k
SteamSpy 20k–50k
Est. revenue
$346k–$931k after Steam's cut $629k–$1.4M before the cut
$39.99
1k reviews
Very Positive
RacingSimulation
Motorcycle Mechanic Simulator 2021
2021
Est. copies
≈ 45k–74k
SteamSpy 50k–100k
Est. revenue
$250k–$671k after Steam's cut $454k–$1.0M before the cut
$19.99
2k reviews
Mixed
MotorbikeImmersive Sim
MX vs. ATV Reflex
2010
Est. copies
≈ 255k–414k
2.4x vs typical
SteamSpy 200k–500k
Est. revenue
$1.4M–$3.8M after Steam's cut $2.5M–$5.8M before the cut
$19.99
4k reviews
Very Positive
RacingMotocross

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