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How many copies did AETHERIS sell?

Estimated copies sold
≈ 6k–10k
$43k–$115k after Steam's cut $78k–$177k before the cut
from 251 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 AETHERIS out and predicted the genre from its 8 similar games. Every figure here, including AETHERIS's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 1.1M–1.7M
best case 9.3M (Divinity: Original Sin 2 - Definitive Edition)
Games like AETHERIS

The middle of these games

≈ 1.1M–1.7M copies

≈ $14.0M–$27.3M after Steam's cut

from ~33k 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.

No genre covers most of your similar games. The closest is Turn-Based Combat (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: Divinity: Original Sin 2 - Definitive Edition at ≈ 7.1M–11.5M copies, ≈ $87.4M–$235.0M 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 10k reviews in their first month; the spread ran 6k to 16k.
The genre you'd be entering
Your set
Your set clusters on Turn-Based Combat (4 of 8) and Character Customization (3 of 8).
The winners
Winners here lead with Tactical RPG + Turn-Based Strategy, priced around $45. The breakout hits carry Tactical RPG + Exploration + Turn-Based Strategy; a typical game here doesn't.
The era
The games you compared span 2015 to 2023, and none of them 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 61 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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