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How many copies did Quest Master sell?

Estimated copies sold
≈ 10k–16k
$53k–$143k after Steam's cut $96k–$219k before the cut
from 389 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 Quest Master out and predicted the genre from its 8 similar games. Every figure here, including Quest Master's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 24k–43k
best case 105k (BROKE PROTOCOL)
Games like Quest Master

The middle of these games

≈ 24k–43k copies

≈ $76k–$145k after Steam's cut

from ~1k reviews

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

5 of your 8 similar games are hits.

Best case: BROKE PROTOCOL at ≈ 80k–131k copies. A breakout hit, far above a typical game.

What it took to get here
About half the games that made it here had over 615 reviews in their first month; the spread ran 54 to 3k.
The genre you'd be entering
Your set
Your set clusters on Action-Adventure (5 of 8) and Level Editor (4 of 8).
The winners
Winners here lead with Level Editor, priced around $6. The breakout hits carry Level Editor + FPS + Moddable; a typical game here doesn't.
The era
Only 2 of your 8 similar games shipped in the last two years. That says more about your picks than about the market, so add newer similar games to read the timing.
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 36 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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Sizing up your own game? See what its genre can realistically do before you build it.