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How many copies did AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome sell?

Estimated copies sold
≈ 69k–113k
$190k–$512k after Steam's cut $346k–$787k before the cut
from 1k 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 AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome out and predicted the genre from its 8 similar games. Every figure here, including AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 7k–147k
best case 522k (Superflight)
Games like AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome

The middle of these games

≈ 7k–147k copies

≈ $52k–$948k after Steam's cut

from ~713 reviews

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

4 of your 8 similar games are hits.

Best case: Superflight at ≈ 398k–647k copies, ≈ $327k–$880k after Steam's cut.

What it took to get here
About half the games that made it here had over 128 reviews in their first month; the spread ran 38 to 2k.
The genre you'd be entering
Your set
Your set clusters on Flight (7 of 8) and Sports (7 of 8).
The winners
Winners here lead with Flight + Procedural Generation, priced around $3.
The era
The games you compared span 2016 to 2024, 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 52 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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6.6x vs typical
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RacingFlight
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RacingGolf
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16x vs typical
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Harry Potter: Quidditch Champions
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≈ 85k–138k
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SportsAction

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