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How many copies did TAGLINE sell?

Estimated copies sold
≈ 2k
$4k–$11k after Steam's cut $8k–$17k before the cut
from 61 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 TAGLINE out and predicted the genre from its 8 similar games. Every figure here, including TAGLINE's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 255k–878k
best case 1.7M (One-armed robber)
Games like TAGLINE

The middle of these games

≈ 255k–878k copies

≈ $879k–$3.4M after Steam's cut

from ~12k 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.

No genre covers most of your similar games. The closest is First-Person (4 of 8), so the genre you lead with is still undecided.

Of the 416 indie games that passed 1,000 reviews in 2022, 11.8% were novel genre mixes and 88.2% stuck to an established genre. Published indie market research.

Best case: One-armed robber at ≈ 1.3M–2.1M copies.

What it took to get here
About half the games that made it here had over 2k reviews in their first month; the spread ran 962 to 7k.
The genre you'd be entering
Your set
Your set clusters on First-Person (4 of 8) and FPS (4 of 8).
The winners
Winners here lead with Heist + Co-op.
The era
The games you compared span 2017 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 43 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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Boomer ShooterFPS
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≈ 843k–1.4M
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PuzzleFirst-Person
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Puzzle-PlatformerPuzzle
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2.1x vs typical
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Est. revenue
$100k–$269k after Steam's cut $182k–$413k before the cut
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Very Positive
SimulationOnline Co-Op

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