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How many copies did Penny Larceny: Gig Economy Supervillain sell?

Estimated copies sold
≈ 3k–5k
$10k–$27k after Steam's cut $18k–$41k before the cut
from 122 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 Penny Larceny: Gig Economy Supervillain out and predicted the genre from its 8 similar games. Every figure here, including Penny Larceny: Gig Economy Supervillain's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 18k–66k
best case 108k (Monster Prom 3: Monster Roadtrip)
Games like Penny Larceny: Gig Economy Supervillain

The middle of these games

≈ 18k–66k copies

≈ $117k–$363k after Steam's cut

from ~2k reviews

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

5 of your 8 similar games are hits.

Best case: Monster Prom 3: Monster Roadtrip at ≈ 82k–134k copies, ≈ $271k–$729k after Steam's cut.

What it took to get here
About half the games that made it here had over 208 reviews in their first month; the spread ran 16 to 1k.
The genre you'd be entering
Your set
Your set clusters on LGBTQ+ (8 of 8) and Visual Novel (8 of 8).
The winners
Winners here lead with Visual Novel + LGBTQ+, priced around $12.
The era
Only 2 of your 8 similar games shipped in the last two years. 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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LGBTQ+Choices Matter

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