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How many copies did BloodDome99 sell?

Estimated copies sold
≈ 2k–4k
$3k–$9k after Steam's cut $6k–$14k before the cut
from 98 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 BloodDome99 out and predicted the genre from its 8 similar games. Every figure here, including BloodDome99's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 14k–142k
best case 8.6M (Vampire Survivors)
Games like BloodDome99

The middle of these games

≈ 14k–142k copies

≈ $47k–$273k after Steam's cut

from ~712 reviews

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

4 of your 8 similar games are hits.

Best case: Vampire Survivors at ≈ 6.6M–10.7M copies, ≈ $9.0M–$24.2M 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 659 reviews in their first month; the spread ran 175 to 129k.
The genre you'd be entering
Your set
Your set clusters on Action Roguelike (8 of 8) and Bullet Hell (8 of 8).
The winners
Winners here lead with Action Roguelike + Bullet Hell, priced around $5. The breakout hits carry Vampire + Indie + Singleplayer; a typical game here doesn't.
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 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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CasualAction

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