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How many copies did Workshop Simulator sell?

Estimated copies sold
≈ 8k–12k
$42k–$112k after Steam's cut $76k–$173k before the cut
from 306 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 Workshop Simulator out and predicted the genre from its 8 similar games. Every figure here, including Workshop Simulator's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 96k–237k
best case 1.8M (SnowRunner)
Games like Workshop Simulator

The middle of these games

≈ 96k–237k copies

≈ $193k–$1.8M after Steam's cut

from ~5k 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: SnowRunner at ≈ 1.4M–2.2M copies, ≈ $11.4M–$30.6M 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 575 to 6k.
The genre you'd be entering
Your set
Your set clusters on Exploration (8 of 8) and Simulation (8 of 8).
The winners
Winners here lead with Simulation + Automobile Sim, priced around $30. The breakout hits carry Multiplayer + Driving + Realistic; 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 of about 31, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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Dating SimSimulation

Sizing up your own game? See what its genre can realistically do before you build it.