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How many copies did Shark Assault Simulator sell?

Estimated copies sold
≈ 843–1k
$925–$2k after Steam's cut $2k–$4k before the cut
from 34 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 Shark Assault Simulator out and predicted the genre from its 8 similar games. Every figure here, including Shark Assault Simulator's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 521–684
best case 11k (VR Sailing)
Games like Shark Assault Simulator

The middle of these games

≈ 521–684 copies

≈ $603–$53k after Steam's cut

from ~19 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: VR Sailing at ≈ 8k–13k copies, ≈ $18k–$48k after Steam's cut. A breakout hit, far above a typical game.

What it took to get here
The games that made it here had under 117 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 Sports (8 of 8) and Simulation (7 of 8).
The winners
Winners here lead with Sports, priced around $8.
The era
5 of your 8 similar games shipped in the last two years. You'd be launching into a busy stretch.
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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