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How many copies did Dawnfolk sell?

Estimated copies sold
≈ 18k–29k
$74k–$199k after Steam's cut $134k–$306k before the cut
from 723 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 Dawnfolk out and predicted the genre from its 8 similar games. Every figure here, including Dawnfolk's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 69k–105k
best case 1.2M (Against the Storm)
Games like Dawnfolk

The middle of these games

≈ 69k–105k copies

≈ $349k–$727k after Steam's cut

from ~3k 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.

Best case: Against the Storm at ≈ 926k–1.5M copies, ≈ $7.6M–$20.5M 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 2k reviews in their first month; the spread ran 279 to 19k.
The genre you'd be entering
Your set
Your set clusters on Rogue-lite (6 of 8) and City Builder (4 of 8).
The winners
Winners here lead with City Builder + Simulation, priced around $30. The breakout hits carry Building + Base-Building + Colony Sim; a typical game here doesn't.
The era
4 of your 8 similar games shipped in the last two years, so this niche is actively shipping.
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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2.1x vs typical
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14x vs typical
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Sizing up your own game? See what its genre can realistically do before you build it.