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How many copies did NeverSynth sell?

Estimated copies sold
≈ 26k–42k
$92k–$247k after Steam's cut $167k–$381k before the cut
from 1k 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 NeverSynth out and predicted the genre from its 8 similar games. Every figure here, including NeverSynth's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 130–3k
best case 37.1M (Rocket League®)
Games like NeverSynth

The middle of these games

≈ 130–3k copies

≈ $504–$3k after Steam's cut

from ~23 reviews

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

1 of your 8 similar games is a hit.

Best case: Rocket League® at ≈ 28.3M–46.0M copies. A breakout hit, far above a typical game.

What it took to get here
The games that made it here had under 69 reviews in their first month.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Racing (7 of 8) and Sports (6 of 8).
The winners
Winners here lead with Football (Soccer) + Competitive. The breakout hits carry Multiplayer + Football (Soccer) + Competitive; a typical game here doesn't.
The era
The games you compared span 2015 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 61 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.