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How many copies did AI Roguelite sell?

Estimated copies sold
≈ 15k–25k
$64k–$171k after Steam's cut $116k–$263k before the cut
from 623 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 AI Roguelite out and predicted the genre from its 8 similar games. Every figure here, including AI Roguelite's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 350–1k
best case 6k (DREAMIO: AI-Powered Adventures)
Games like AI Roguelite

The middle of these games

≈ 350–1k copies

≈ $691–$4k after Steam's cut

from ~25 reviews

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

None of your 8 similar games are hits.

Best case: DREAMIO: AI-Powered Adventures at ≈ 5k–8k copies, ≈ $13k–$34k after Steam's cut.

What it took to get here
The games that made it here had under 44 reviews in their first month.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Choose Your Own Adventure (6 of 8) and Text-Based (4 of 8).
The winners
Winners here lead with Text-Based + Choose Your Own Adventure, priced around $10.
The era
4 of your 8 similar games shipped in the last two years, so this niche is actively shipping.
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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Sizing up your own game? See what its genre can realistically do before you build it.