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How many copies did All-In-One Sports VR sell?

Estimated copies sold
≈ 19k–31k
$105k–$282k after Steam's cut $191k–$434k before the cut
from 769 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 All-In-One Sports VR out and predicted the genre from its 8 similar games. Every figure here, including All-In-One Sports VR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 2.6M–3.6M
best case 9.9M (Forza Horizon 4)
Games like All-In-One Sports VR

The middle of these games

≈ 2.6M–3.6M copies

≈ $17.3M–$23.4M after Steam's cut

from ~80k 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.

Your picks lean toward this genre's biggest survivors; the typical figure reads from its ordinary successes.

No genre covers most of your similar games. The closest is Racing (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: Forza Horizon 4 at ≈ 7.5M–12.2M copies. A breakout hit, far above a typical game.

What it took to get here
About half the games that made it here had over 22k reviews in their first month; the spread ran 17k to 42k.
The genre you'd be entering
Your set
Your set clusters on Racing (4 of 8) and Realistic (4 of 8).
The winners
Winners here lead with Racing + Open World, priced around $40. The breakout hits carry Driving + Automobile Sim + Racing; a typical game here doesn't.
The era
The games you compared span 2014 to 2021, and none of them 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 70 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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