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How many copies did Aim Climb sell?

Estimated copies sold
≈ 6k–10k
$11k–$31k after Steam's cut $21k–$47k before the cut
from 247 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 Aim Climb out and predicted the genre from its 8 similar games. Every figure here, including Aim Climb's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 5.1M–10.6M
best case 37.7M (HELLDIVERS™ 2)
Games like Aim Climb

The middle of these games

≈ 5.1M–10.6M copies

≈ $51.0M–$216.5M after Steam's cut

from ~153k 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: HELLDIVERS™ 2 at ≈ 28.7M–46.7M copies, ≈ $315.9M–$849.4M 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 89k reviews in their first month; the spread ran 14k to 251k.
The genre you'd be entering
Your set
Your set clusters on Shooter (6 of 8) and First-Person (5 of 8).
The winners
Winners here lead with Third-Person Shooter + Shooter, priced around $40. The breakout hits carry PvE + Third-Person Shooter + Sci-fi; a typical game here doesn't.
The era
The games you compared span 2016 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 52 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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