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How many copies did Labyrinth of Galleria: The Moon Society sell?

Estimated copies sold
≈ 15k–24k
$203k–$546k after Steam's cut $369k–$840k before the cut
from 596 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 Labyrinth of Galleria: The Moon Society out and predicted the genre from its 8 similar games. Every figure here, including Labyrinth of Galleria: The Moon Society's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 15k–37k
best case 67k (Dungeon Rushers)
Games like Labyrinth of Galleria: The Moon Society

The middle of these games

≈ 15k–37k copies

≈ $99k–$201k after Steam's cut

from ~570 reviews

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

2 of your 8 similar games are hits.

Best case: Dungeon Rushers at ≈ 51k–84k copies, ≈ $212k–$570k after Steam's cut.

What it took to get here
About half the games that made it here had over 165 reviews in their first month; the spread ran 124 to 616.
The genre you'd be entering
Your set
Your set clusters on JRPG (6 of 8) and Turn-Based Strategy (5 of 8).
The winners
Winners here lead with Dungeon Crawler + Rogue-lite, priced around $15.
The era
The games you compared span 2016 to 2025, and 2 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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