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How many copies did Kitty Survivors: Rogues of Catmere sell?

Estimated copies sold
≈ 3k–4k
$2k–$6k after Steam's cut $4k–$9k before the cut
from 110 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 Kitty Survivors: Rogues of Catmere out and predicted the genre from its 8 similar games. Every figure here, including Kitty Survivors: Rogues of Catmere's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 480–1k
best case 50k (Cat Bait)
Games like Kitty Survivors: Rogues of Catmere

The middle of these games

≈ 480–1k copies

≈ $387–$703 after Steam's cut

from ~24 reviews

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

1 of your 8 similar games is a hit.

Best case: Cat Bait at ≈ 38k–62k copies, ≈ $52k–$140k 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 24 reviews in their first month; the spread ran 6 to 438.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Bullet Hell (8 of 8) and Action Roguelike (7 of 8).
The winners
Winners here lead with Action Roguelike + Bullet Hell, priced around $7. The breakout hits carry Cute + Bullet Time + Time Manipulation; a typical game here doesn't.
The era
7 of your 8 similar games shipped in the last two years. You'd be launching into a busy stretch.
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 of about 31, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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IndieCute

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