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wishvane

How many copies did Save Me, Sakuya-san! sell?

Estimated copies sold
≈ 22k–37k
$18k–$50k after Steam's cut $34k–$76k before the cut
from 906 reviews (Overwhelmingly 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 Save Me, Sakuya-san! out and predicted the genre from its 8 similar games. Every figure here, including Save Me, Sakuya-san!'s, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 105k–144k
best case 548k (Carpe Diem)
Games like Save Me, Sakuya-san!

The middle of these games

≈ 105k–144k copies

≈ $47k–$219k after Steam's cut

from ~2k 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: Carpe Diem at ≈ 418k–679k copies. A breakout hit, far above a typical game.

The genre you'd be entering
Your set
Your set clusters on Visual Novel (8 of 8) and Anime (7 of 8).
The winners
Winners here lead with Anime + Visual Novel, priced around $10. The breakout hits carry Dating Sim + Singleplayer + Mature; a typical game here doesn't.
The era
The games you compared span 2014 to 2020, 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 70 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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≈ 383k–623k
3.4x vs typical
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≈ 128k–208k
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