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wishvane

How many copies did Influence, Inc. sell?

Estimated copies sold
≈ 471–766
$2k–$4k after Steam's cut $3k–$6k before the cut
from 19 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 Influence, Inc. out and predicted the genre from its 8 similar games. Every figure here, including Influence, Inc.'s, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 586–912
best case 93k (CHANGE: A Homeless Survival Experience)
Games like Influence, Inc.

The middle of these games

≈ 586–912 copies

≈ $2k–$5k after Steam's cut

from ~20 reviews

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

2 of your 8 similar games are hits.

Your picks lean toward this genre's biggest survivors; the typical figure reads from its ordinary successes.

Best case: CHANGE: A Homeless Survival Experience at ≈ 71k–115k copies, ≈ $388k–$1.0M 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 97 reviews in their first month; the spread ran 1 to 715.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Time Management (7 of 8) and Political (4 of 8).
The winners
Winners here lead with Time Management, priced around $17. The breakout hits carry Political; a typical game here doesn't.
The era
Only 1 of your 8 similar games shipped in the last two years. That says more about your picks than about the market, so add newer similar games to read the timing.
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 36 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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