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How many copies did Coaching Simulator sell?

Estimated copies sold
≈ 50–81
$28–$73 after Steam's cut $50–$113 before the cut
from 2 reviews (2 user reviews)
Thin evidence: 2 reviews. That range swings on one or two people, so read it as a hint, not a measurement.

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 Coaching Simulator out and predicted the genre from its 8 similar games. Every figure here, including Coaching Simulator's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 709k–1.6M
best case 4.4M (House Flipper)
Games like Coaching Simulator

The middle of these games

≈ 709k–1.6M copies

≈ $1.9M–$11.3M after Steam's cut

from ~25k reviews

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

7 of your 8 similar games are hits.

Best case: House Flipper at ≈ 3.4M–5.5M copies, ≈ $23.3M–$62.6M after Steam's cut.

The genre you'd be entering
Your set
Your set clusters on Simulation (8 of 8) and Education (6 of 8).
The winners
Winners here lead with Simulation + Design & Illustration, priced around $25.
The era
The games you compared span 2013 to 2024, and 1 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 79 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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2.1x vs typical
SteamSpy 1M–2M
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Visual NovelDating Sim
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≈ 3.4M–5.5M
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111k reviews
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SimulationDesign & Illustration
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too small to compare
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MusicEducation

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