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How many copies did Nash Racing: Pursuit sell?

Estimated copies sold
≈ 620–1k
$851–$2k after Steam's cut $2k–$4k before the cut
from 25 reviews (Mixed)

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 Nash Racing: Pursuit out and predicted the genre from its 8 similar games. Every figure here, including Nash Racing: Pursuit's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 3k–110k
best case 140k (WRC 9 FIA World Rally Championship)
Games like Nash Racing: Pursuit

The middle of these games

≈ 3k–110k copies

≈ $6k–$1.6M after Steam's cut

from ~1k reviews

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

4 of your 8 similar games are hits.

Best case: WRC 9 FIA World Rally Championship at ≈ 106k–173k copies, ≈ $878k–$2.4M after Steam's cut.

What it took to get here
About half the games that made it here had over 52 reviews in their first month; the spread ran 11 to 951.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Automobile Sim (7 of 8) and Racing (7 of 8).
The winners
Winners here lead with Racing + Driving, priced around $30.
The era
The games you compared span 2019 to 2026, and 1 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 36 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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