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How many copies did Amanda the Adventurer sell?

Estimated copies sold
≈ 180k–292k
$445k–$1.2M after Steam's cut $809k–$1.8M before the cut
from 7k 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 Amanda the Adventurer out and predicted the genre from its 8 similar games. Every figure here, including Amanda the Adventurer's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 3.8M–4.7M
best case 23.1M (Half-Life 2)
Games like Amanda the Adventurer

The middle of these games

≈ 3.8M–4.7M copies

≈ $15.0M–$36.3M after Steam's cut

from ~126k 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: Half-Life 2 at ≈ 17.6M–28.6M copies, ≈ $48.3M–$130.0M 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 10k reviews in their first month; the spread ran 3k to 64k.
The genre you'd be entering
Your set
Your set clusters on Horror (6 of 8) and First-Person (5 of 8).
The winners
Winners here lead with FPS + Sci-fi, priced around $10. The breakout hits carry FPS + Action + Sci-fi; a typical game here doesn't.
The era
The games you compared span 2004 to 2024, 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 79 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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2.2x vs typical
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