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How many copies did Luckitown sell?

Estimated copies sold
≈ 7k–11k
$9k–$24k after Steam's cut $16k–$37k before the cut
from 265 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 Luckitown out and predicted the genre from its 8 similar games. Every figure here, including Luckitown's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 947k–1.4M
best case 13.0M (7 Days to Die)
Games like Luckitown

The middle of these games

≈ 947k–1.4M copies

≈ $9.2M–$9.8M after Steam's cut

from ~22k 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: 7 Days to Die at ≈ 9.9M–16.1M copies, ≈ $122.7M–$330.0M 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 86k reviews in their first month; the spread ran 6k to 327k.
The genre you'd be entering
Your set
Your set clusters on Base-Building (6 of 8) and Building (4 of 8).
The winners
Winners here lead with Survival + Base-Building, priced around $40. The breakout hits carry Multiplayer + Survival + Zombies; a typical game here doesn't.
The era
The games you compared span 2013 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).

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