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How many copies did Virtual Virtual Reality 2 sell?

Estimated copies sold
≈ 1k–2k
$6k–$16k after Steam's cut $11k–$25k before the cut
from 44 reviews (Mixed)

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 Virtual Virtual Reality 2 out and predicted the genre from its 8 similar games. Every figure here, including Virtual Virtual Reality 2's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 1.5M–1.8M
best case 3.3M (A Way Out)
Games like Virtual Virtual Reality 2

The middle of these games

≈ 1.5M–1.8M copies

≈ $27.3M–$34.3M after Steam's cut

from ~45k reviews

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

5 of your 8 similar games are hits.

Best case: A Way Out at ≈ 2.5M–4.1M copies, ≈ $21.0M–$56.4M after Steam's cut.

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 75 to 18k.
The genre you'd be entering
Your set
Your set clusters on Action-Adventure (8 of 8) and Story Rich (8 of 8).
The winners
Winners here lead with Co-op + Story Rich, priced around $30.
The era
Only 2 of your 8 similar games shipped in the last two years. That says more about your picks than about the market, so add newer similar games to read the timing.
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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