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How many copies did xiuzhen idle sell?

Estimated copies sold
≈ 59k–96k
$97k–$262k after Steam's cut $177k–$403k before the cut
from 2k reviews (Mostly 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 xiuzhen idle out and predicted the genre from its 8 similar games. Every figure here, including xiuzhen idle's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 33k–53k
best case 149k (Vanity Fair: The Pursuit)
Games like xiuzhen idle

The middle of these games

≈ 33k–53k copies

≈ $70k–$82k after Steam's cut

from ~1k reviews

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

5 of your 8 similar games are hits.

No genre covers most of your similar games. The closest is Idler (4 of 8), so the genre you lead with is still undecided.

Of the 416 indie games that passed 1,000 reviews in 2022, 11.8% were novel genre mixes and 88.2% stuck to an established genre. Published indie market research.

Best case: Vanity Fair: The Pursuit at ≈ 113k–184k copies, ≈ $218k–$586k 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 1k reviews in their first month; the spread ran 179 to 4k.
The genre you'd be entering
Your set
Your set clusters on Idler (4 of 8) and Word Game (4 of 8).
The winners
Winners here lead with Story Rich, priced around $10. The breakout hits carry Story Rich + RPG + Early Access; a typical game here doesn't.
The era
The games you compared span 2018 to 2024, and 2 of your 8 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 38 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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