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How many copies did Yakiniku simulator sell?

Estimated copies sold
≈ 11k–18k
$15k–$41k after Steam's cut $27k–$62k before the cut
from 443 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 Yakiniku simulator out and predicted the genre from its 8 similar games. Every figure here, including Yakiniku simulator's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 149k–265k
best case 803k (Disney Dreamlight Valley)
Games like Yakiniku simulator

The middle of these games

≈ 149k–265k copies

≈ $907k–$2.9M after Steam's cut

from ~5k 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: Disney Dreamlight Valley at ≈ 612k–994k copies, ≈ $6.7M–$18.1M after Steam's cut.

What it took to get here
About half the games that made it here had over 4k reviews in their first month; the spread ran 1k to 14k.
The genre you'd be entering
Your set
Your set clusters on Life Sim (6 of 8) and Simulation (6 of 8).
The winners
Winners here lead with Life Sim + Character Customization, priced around $40.
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 that falls with release age, from about 31 for the most recent game here to about 38 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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IndieSimulation

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