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How many copies did Super Video Golf sell?

Estimated copies sold
≈ 9k–15k
$25k–$66k after Steam's cut $45k–$101k before the cut
from 360 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 Super Video Golf out and predicted the genre from its 8 similar games. Every figure here, including Super Video Golf's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 237k–267k
best case 1.7M (NBA 2K23)
Games like Super Video Golf

The middle of these games

≈ 237k–267k copies

≈ $1.3M–$1.8M after Steam's cut

from ~7k 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: NBA 2K23 at ≈ 1.3M–2.1M 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 5k reviews in their first month; the spread ran 527 to 7k.
The genre you'd be entering
Your set
Your set clusters on Sports (8 of 8) and Simulation (6 of 8).
The winners
Winners here lead with Basketball + Sports. The breakout hits carry Basketball + Realistic + Multiplayer; a typical game here doesn't.
The era
The games you compared span 2014 to 2023, and none of them 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 70 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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