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How many copies did Vivid Knight sell?

Estimated copies sold
≈ 42k–69k
$175k–$470k after Steam's cut $318k–$723k 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 Vivid Knight out and predicted the genre from its 8 similar games. Every figure here, including Vivid Knight's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 221k–474k
best case 672k (Backpack Battles)
Games like Vivid Knight

The middle of these games

≈ 221k–474k copies

≈ $1.7M–$3.0M after Steam's cut

from ~8k reviews

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

3 of your 8 similar games are hits.

Best case: Backpack Battles at ≈ 512k–832k copies, ≈ $2.1M–$5.7M after Steam's cut.

What it took to get here
About half the games that made it here had over 220 reviews in their first month; the spread ran 34 to 16k.
The genre you'd be entering
Your set
Your set clusters on Auto Battler (5 of 8) and Inventory Management (5 of 8).
The winners
Winners here lead with Auto Battler + Inventory Management, priced around $15.
The era
4 of your 8 similar games shipped in the last two years, so this niche is actively shipping.
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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Roguelike DeckbuilderAuto Battler

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