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How many copies did NervBox sell?

Estimated copies sold
≈ 496–806
$2k–$5k after Steam's cut $4k–$8k before the cut
from 20 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 NervBox out and predicted the genre from its 8 similar games. Every figure here, including NervBox's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 765k–2.0M
best case 4.0M (CarX Drift Racing Online)
Games like NervBox

The middle of these games

≈ 765k–2.0M copies

≈ $10.1M–$23.5M after Steam's cut

from ~28k 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: CarX Drift Racing Online at ≈ 3.1M–5.0M copies, ≈ $14.3M–$38.5M after Steam's cut.

What it took to get here
About half the games that made it here had over 18k reviews in their first month; the spread ran 7k to 49k.
The genre you'd be entering
Your set
Your set clusters on Sandbox (7 of 8) and Physics (6 of 8).
The winners
Winners here lead with Racing + Physics, priced around $17.
The era
The games you compared span 2015 to 2026, 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).

Similar games

VTOL VR
2017
Est. copies
≈ 749k–1.2M
SteamSpy 500k–1M
Est. revenue
$6.2M–$16.6M after Steam's cut $11.2M–$25.5M before the cut
$29.99
22k reviews
Overwhelmingly Positive
FlightVR
CarX Drift Racing Online
2017
Est. copies
≈ 3.1M–5.0M
3.2x vs typical
SteamSpy 2M–5M
Est. revenue
$14.3M–$38.5M after Steam's cut $26.1M–$59.3M before the cut
$16.99
89k reviews
Overwhelmingly Positive
RacingPhysics
BONEWORKS
2019
Est. copies
≈ 1.0M–1.7M
SteamSpy 1M–2M
Est. revenue
$8.7M–$23.3M after Steam's cut $15.7M–$35.8M before the cut
$29.99
36k reviews
Very Positive
VRPhysics
Blade and Sorcery
2024
Est. copies
≈ 1.5M–2.5M
2.2x vs typical
SteamSpy 1M–2M
Est. revenue
$12.7M–$34.1M after Steam's cut $23.1M–$52.5M before the cut
$29.99
62k reviews
Overwhelmingly Positive
VRSwordplay
Hot Dogs, Horseshoes & Hand Grenades
2026
Est. copies
≈ 592k–962k
SteamSpy 1M–2M
Est. revenue
$3.3M–$8.8M after Steam's cut $5.9M–$13.5M before the cut
$19.99
24k reviews
Overwhelmingly Positive
SandboxVR
BONELAB
2022
Est. copies
≈ 502k–816k
SteamSpy 500k–1M
Est. revenue
$5.5M–$14.9M after Steam's cut $10.0M–$22.9M before the cut
$39.99
20k reviews
Very Positive
VRPhysics
Hardspace: Shipbreaker
2022
Est. copies
≈ 554k–900k
SteamSpy 1M–2M
Est. revenue
$5.3M–$14.3M after Steam's cut $9.7M–$22.0M before the cut
$34.99
22k reviews
Very Positive
SpaceSci-fi
Universe Sandbox
2015
Est. copies
≈ 1.6M–2.5M
SteamSpy 1M–2M
Est. revenue
$12.9M–$34.7M after Steam's cut $23.5M–$53.4M before the cut
$29.99
32k reviews
Overwhelmingly Positive
SandboxSpace

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