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How many copies did Wild world sell?

Estimated copies sold
≈ 521–846
$142–$381 after Steam's cut $258–$586 before the cut
from 21 reviews (Mixed)

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 Wild world out and predicted the genre from its 8 similar games. Every figure here, including Wild world's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 11k–32k
best case 32k (Flash Doll)
Games like Wild world

The middle of these games

≈ 11k–32k copies

≈ $83k–$135k after Steam's cut

from ~561 reviews

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

None of your 8 similar games are hits.

Best case: Flash Doll at ≈ 25k–40k copies, ≈ $61k–$164k after Steam's cut.

What it took to get here
About half the games that made it here had over 263 reviews in their first month; the spread ran 111 to 689.
The genre you'd be entering
Your set
Your set clusters on Action Roguelike (7 of 8) and Rogue-like (3 of 8).
The winners
Winners here lead with Anime + Spectacle fighter, priced around $9.
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 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).

Similar games

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1.6x vs typical
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FPSAction Roguelike
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AnimeColorful
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