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How many copies did Supernatural sell?

Estimated copies sold
≈ 32k–52k
$79k–$213k after Steam's cut $144k–$327k before the cut
from 1k 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 Supernatural out and predicted the genre from its 8 similar games. Every figure here, including Supernatural's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 520k–1.4M
best case 27.3M (Phasmophobia)
Games like Supernatural

The middle of these games

≈ 520k–1.4M copies

≈ $6.1M–$16.1M after Steam's cut

from ~23k 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: Phasmophobia at ≈ 20.8M–33.8M copies, ≈ $114.2M–$307.1M 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 11k reviews in their first month; the spread ran 75 to 40k.
The genre you'd be entering
Your set
Your set clusters on Psychological Horror (6 of 8) and Detective (4 of 8).
The winners
Winners here lead with Horror + Psychological Horror, priced around $20. The breakout hits carry Supernatural + VR + Online Co-Op; a typical game here doesn't.
The era
The games you compared span 2016 to 2023, and none of them 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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