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How many copies did World of Haiku sell?

Estimated copies sold
≈ 4k–6k
from 146 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 World of Haiku out and predicted the genre from its 8 similar games. Every figure here, including World of Haiku's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 2k–46k
best case 1.7M (Hacknet)
Games like World of Haiku

The middle of these games

≈ 2k–46k copies

≈ $6k–$118k after Steam's cut

from ~133 reviews

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

3 of your 8 similar games are hits.

Best case: Hacknet at ≈ 1.3M–2.1M copies, ≈ $3.5M–$9.4M 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 14 reviews in their first month; the spread ran 1 to 45.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Hacking (8 of 8) and Simulation (5 of 8).
The winners
Winners here lead with Hacking + Simulation, priced around $10. The breakout hits carry Great Soundtrack + Story Rich + Choices Matter; a typical game here doesn't.
The era
The games you compared span 2010 to 2024, and 1 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).

Similar games

Security Hole
2016
Est. copies
≈ 6k–9k
SteamSpy under 20k
Est. revenue
$15k–$41k after Steam's cut $28k–$63k before the cut
$9.99
133 reviews
Very Positive
IndieCyberpunk
beVaiR
2021
Est. copies
≈ 124–202
SteamSpy under 20k
Est. revenue
$1k–$3k after Steam's cut $2k–$4k before the cut
$29.99
5 reviews
5 user reviews
StrategyCyberpunk
Grey Hack
2017
Est. copies
≈ 64k–104k
14x vs typical
SteamSpy 100k–200k
Est. revenue
$353k–$949k after Steam's cut $642k–$1.5M before the cut
$19.99
2k reviews
Very Positive
HackingSimulation
Yolo Space Hacker
2020
Est. copies
≈ 5k–9k
1.6x vs typical
SteamSpy under 20k
Est. revenue
$36k–$98k after Steam's cut $66k–$151k before the cut
$24.99
214 reviews
Very Positive
HackingPuzzle
Hacker Evolution
2010
Est. copies
≈ 66k–108k
7.9x vs typical
SteamSpy 100k–200k
Est. revenue
$91k–$245k after Steam's cut $166k–$377k before the cut
$4.99
1k reviews
Mixed
SimulationHacking
Hacknet
2015
Est. copies
≈ 1.3M–2.1M
196x vs typical
SteamSpy 2M–5M
Est. revenue
$3.5M–$9.4M after Steam's cut $6.4M–$14.5M before the cut
$9.99
26k reviews
Very Positive
HackingSimulation
Hacky
2024
Est. copies
≈ 2k–4k
SteamSpy under 20k
Est. revenue
$3k–$9k after Steam's cut $6k–$14k before the cut
$4.99
100 reviews
Very Positive
HackingTyping
CHAQS
2022
Est. copies
≈ 1k–2k
SteamSpy under 20k
Est. revenue
$4k–$9k after Steam's cut $6k–$15k before the cut
$9.90
52 reviews
Mostly Positive
TypingHacking

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