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wishvane

How many copies did LUL inc. sell?

Estimated copies sold
≈ 3k–4k
$4k–$10k after Steam's cut $7k–$15k before the cut
from 107 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 LUL inc. out and predicted the genre from its 8 similar games. Every figure here, including LUL inc.'s, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 1.9M–3.3M
best case 5.2M (Goat Simulator)
Games like LUL inc.

The middle of these games

≈ 1.9M–3.3M copies

≈ $14.4M–$21.4M after Steam's cut

from ~38k reviews

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

4 of your 8 similar games are hits.

Best case: Goat Simulator at ≈ 3.9M–6.4M copies, ≈ $10.8M–$29.1M after Steam's cut.

What it took to get here
About half the games that made it here had over 53 reviews in their first month; the spread ran 32 to 730.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Hand-drawn (6 of 8) and Fighting (3 of 8).
The winners
Winners here lead with Simulation + Comedy, priced around $10.
The era
The games you compared span 2013 to 2025, 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 79 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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1.8x vs typical
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FightingPvP

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