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How many copies did Starcaller sell?

Estimated copies sold
≈ 570–927
$1k–$3k after Steam's cut $2k–$5k before the cut
from 23 reviews (Mostly 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 Starcaller out and predicted the genre from its 8 similar games. Every figure here, including Starcaller's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 55k–527k
best case 880k (Turmoil)
Games like Starcaller

The middle of these games

≈ 55k–527k copies

≈ $488k–$2.3M after Steam's cut

from ~3k reviews

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

5 of your 8 similar games are hits.

Best case: Turmoil at ≈ 670k–1.1M copies, ≈ $2.4M–$6.4M after Steam's cut.

What it took to get here
About half the games that made it here had over 79 reviews in their first month; the spread ran 15 to 2k.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Time Management (6 of 8) and Management (4 of 8).
The winners
Winners here lead with Management + Mining, priced around $13.
The era
The games you compared span 2015 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 61 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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Strategy4X

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