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How many copies did EvoMon sell?

Estimated copies sold
≈ 1k–2k
$3k–$7k after Steam's cut $5k–$10k before the cut
from 53 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 EvoMon out and predicted the genre from its 8 similar games. Every figure here, including EvoMon's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 300k–422k
best case 1.6M (Slime Rancher 2)
Games like EvoMon

The middle of these games

≈ 300k–422k copies

≈ $1.1M–$3.1M 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.

Best case: Slime Rancher 2 at ≈ 1.2M–2.0M copies, ≈ $10.2M–$27.3M 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 3k reviews in their first month; the spread ran 796 to 37k.
The genre you'd be entering
Your set
Your set clusters on Creature Collector (5 of 8) and Simulation (4 of 8).
The winners
Winners here lead with Creature Collector, priced around $30. The breakout hits carry Cute + Creature Collector + Colony Sim; a typical game here doesn't.
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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