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How many copies did Super Bullet Break sell?

Estimated copies sold
≈ 13k–20k
$69k–$186k after Steam's cut $126k–$286k before the cut
from 507 reviews (Very 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 Super Bullet Break out and predicted the genre from its 8 similar games. Every figure here, including Super Bullet Break's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 175k–257k
best case 822k (Shadowverse CCG)
Games like Super Bullet Break

The middle of these games

≈ 175k–257k copies

≈ $1.5M–$2.2M 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: Shadowverse CCG at ≈ 627k–1.0M copies. A breakout hit, far above a typical game.

What it took to get here
About half the games that made it here had over 3k reviews in their first month; the spread ran 340 to 9k.
The genre you'd be entering
Your set
Your set clusters on Card Battler (6 of 8) and Card Game (6 of 8).
The winners
Winners here lead with Anime + Card Game, priced around $25. The breakout hits carry Anime + Strategy + Sexual Content; a typical game here doesn't.
The era
The games you compared span 2014 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 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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Card GameCard Battler

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