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How many copies did Malice & Greed sell?

Estimated copies sold
≈ 2k–3k
$7k–$18k after Steam's cut $12k–$28k before the cut
from 66 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 Malice & Greed out and predicted the genre from its 8 similar games. Every figure here, including Malice & Greed's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 871–7k
best case 36k (Dicefolk)
Games like Malice & Greed

The middle of these games

≈ 871–7k copies

≈ $1k–$31k after Steam's cut

from ~103 reviews

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

1 of your 8 similar games is a hit.

Best case: Dicefolk at ≈ 27k–45k copies, ≈ $113k–$305k after Steam's cut.

What it took to get here
About half the games that made it here had over 73 reviews in their first month; the spread ran 3 to 435.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Rogue-lite (8 of 8) and Roguelike Deckbuilder (8 of 8).
The winners
Winners here lead with Roguelike Deckbuilder + Turn-Based Combat, priced around $15.
The era
6 of your 8 similar games shipped in the last two years. You'd be launching into a busy stretch.
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 of about 31, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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Dicefolk
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11x vs typical
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Sizing up your own game? See what its genre can realistically do before you build it.