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How many copies did Section 13 sell?

Estimated copies sold
≈ 23k–37k
$124k–$334k after Steam's cut $226k–$513k before the cut
from 910 reviews (Mostly 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 Section 13 out and predicted the genre from its 8 similar games. Every figure here, including Section 13's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 65k–283k
best case 1.6M (Deep Rock Galactic: Survivor)
Games like Section 13

The middle of these games

≈ 65k–283k copies

≈ $474k–$2.3M after Steam's cut

from ~4k 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: Deep Rock Galactic: Survivor at ≈ 1.2M–1.9M copies, ≈ $4.3M–$11.5M after Steam's cut.

What it took to get here
About half the games that made it here had over 1k reviews in their first month; the spread ran 204 to 41k.
The genre you'd be entering
Your set
Your set clusters on Action Roguelike (6 of 8) and Rogue-lite (6 of 8).
The winners
Winners here lead with Dwarf + Action Roguelike, priced around $13.
The era
The games you compared span 2020 to 2026, and 3 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 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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13x vs typical
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