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How many copies did Headbangers: Rhythm Royale sell?

Estimated copies sold
≈ 30k–49k
$288k–$775k after Steam's cut $524k–$1.2M before the cut
from 1k 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 Headbangers: Rhythm Royale out and predicted the genre from its 8 similar games. Every figure here, including Headbangers: Rhythm Royale's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 366–2k
best case 6k (The Wraith of the Galaxy)
Games like Headbangers: Rhythm Royale

The middle of these games

≈ 366–2k copies

≈ $301–$45k after Steam's cut

from ~18 reviews

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

None of your 8 similar games are hits.

Best case: The Wraith of the Galaxy at ≈ 5k–8k copies, ≈ $15k–$42k after Steam's cut.

What it took to get here
The games that made it here had under 32 reviews in their first month.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Racing (5 of 8) and Simulation (5 of 8).
The winners
Winners here lead with 3D Fighter + Battle Royale, priced around $12.
The era
6 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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