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How many copies did Love's Crescendo sell?

Estimated copies sold
≈ 496–806
$681–$2k after Steam's cut $1k–$3k before the cut
from 20 reviews (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 Love's Crescendo out and predicted the genre from its 8 similar games. Every figure here, including Love's Crescendo's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 157k–301k
best case 1.2M (Hi-Fi RUSH)
Games like Love's Crescendo

The middle of these games

≈ 157k–301k copies

≈ $914k–$1.5M after Steam's cut

from ~8k 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.

No genre covers most of your similar games. The closest is Cozy (4 of 8), so the genre you lead with is still undecided.

Of the 416 indie games that passed 1,000 reviews in 2022, 11.8% were novel genre mixes and 88.2% stuck to an established genre. Published indie market research.

Best case: Hi-Fi RUSH at ≈ 890k–1.4M copies, ≈ $7.3M–$19.7M 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 1k reviews in their first month; the spread ran 333 to 11k.
The genre you'd be entering
Your set
Your set clusters on Cozy (4 of 8) and Music (3 of 8).
The winners
Winners here lead with Rhythm + Hack and Slash, priced around $30. The breakout hits carry Hack and Slash + Singleplayer + Cartoony; a typical game here doesn't.
The era
None of the games you compared shipped in the last two years; the newest is from 2023. That says more about your picks than about the market, so add newer similar games to read the timing.
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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Sizing up your own game? See what its genre can realistically do before you build it.