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How many copies did Colosseum VR sell?

Estimated copies sold
≈ 1k–2k
$651–$2k after Steam's cut $1k–$3k before the cut
from 48 reviews (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 Colosseum VR out and predicted the genre from its 8 similar games. Every figure here, including Colosseum VR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 79k–130k
best case 226k (Google Earth VR)
Games like Colosseum VR

The middle of these games

≈ 79k–130k copies

≈ $603k–$1.4M after Steam's cut

from ~3k reviews

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

4 of your 8 similar games are hits.

Best case: Google Earth VR at ≈ 173k–280k copies.

What it took to get here
About half the games that made it here had over 212 reviews in their first month; the spread ran 25 to 616.
The genre you'd be entering
Your set
Your set clusters on VR (6 of 8) and Education (5 of 8).
The winners
Winners here lead with VR + Open World.
The era
The games you compared span 2015 to 2022, and none of them shipped in the last two years.
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 61 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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