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How many copies did Ctrl Alt Ego sell?

Estimated copies sold
≈ 20k–32k
$108k–$291k after Steam's cut $197k–$448k before the cut
from 794 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 Ctrl Alt Ego out and predicted the genre from its 8 similar games. Every figure here, including Ctrl Alt Ego's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 477k–2.1M
best case 4.4M (Teardown)
Games like Ctrl Alt Ego

The middle of these games

≈ 477k–2.1M copies

≈ $4.6M–$24.3M after Steam's cut

from ~28k 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.

Best case: Teardown at ≈ 3.4M–5.5M copies, ≈ $27.7M–$74.5M after Steam's cut.

What it took to get here
About half the games that made it here had over 6k reviews in their first month; the spread ran 1k to 38k.
The genre you'd be entering
Your set
Your set clusters on Sandbox (6 of 8) and Simulation (4 of 8).
The winners
Winners here lead with Destruction + Physics, priced around $30.
The era
Only 1 of your 8 similar games shipped in the last two years. That says more about your picks than about the market, so add newer similar games to read the timing.
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 36 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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Sizing up your own game? See what its genre can realistically do before you build it.