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How many copies did Ready, Steady, Ship! sell?

Estimated copies sold
≈ 3k–5k
$13k–$36k after Steam's cut $24k–$55k before the cut
from 130 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 Ready, Steady, Ship! out and predicted the genre from its 8 similar games. Every figure here, including Ready, Steady, Ship!'s, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 8k–25k
best case 96k (Recycling Center Simulator)
Games like Ready, Steady, Ship!

The middle of these games

≈ 8k–25k copies

≈ $29k–$194k after Steam's cut

from ~511 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: Recycling Center Simulator at ≈ 73k–118k copies, ≈ $401k–$1.1M after Steam's cut.

What it took to get here
About half the games that made it here had over 163 reviews in their first month; the spread ran 49 to 662.
The genre you'd be entering
Your set
Your set clusters on Time Management (8 of 8) and Puzzle (4 of 8).
The winners
Winners here lead with First-Person + Simulation, priced around $20.
The era
The games you compared span 2018 to 2024, and 3 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 38 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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1.5x vs typical
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First-PersonSimulation

Sizing up your own game? See what its genre can realistically do before you build it.