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How many copies did Dungeon Clawler sell?

Estimated copies sold
≈ 98k–159k
$404k–$1.1M after Steam's cut $734k–$1.7M before the cut
from 4k 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 Dungeon Clawler out and predicted the genre from its 8 similar games. Every figure here, including Dungeon Clawler's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 393k–524k
best case 8.6M (Vampire Survivors)
Games like Dungeon Clawler

The middle of these games

≈ 393k–524k copies

≈ $2.9M–$4.6M after Steam's cut

from ~13k 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: 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 10k reviews in their first month; the spread ran 3k to 129k.
The genre you'd be entering
Your set
Your set clusters on Rogue-lite (6 of 8) and Action Roguelike (4 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 3 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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