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How many copies did Dynopunk sell?

Estimated copies sold
≈ 13k–22k
$55k–$149k after Steam's cut $101k–$229k before the cut
from 541 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 Dynopunk out and predicted the genre from its 8 similar games. Every figure here, including Dynopunk's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 2k–8k
best case 10.2M (Schedule I)
Games like Dynopunk

The middle of these games

≈ 2k–8k copies

≈ $8k–$93k after Steam's cut

from ~168 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: Schedule I at ≈ 7.8M–12.7M copies, ≈ $42.9M–$115.2M after Steam's cut. A breakout hit, far above a typical game.

What it took to get here
About half the games that made it here had over 84 reviews in their first month; the spread ran 26 to 153k.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Management (5 of 8) and Visual Novel (5 of 8).
The winners
Winners here lead with Simulation + Co-op, priced around $20. The breakout hits carry Co-op + Crime + Multiplayer; a typical game here doesn't.
The era
5 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 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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