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How many copies did 9 Lives to Defend sell?

Estimated copies sold
≈ 2k–3k
$2k–$6k after Steam's cut $4k–$9k before the cut
from 80 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 9 Lives to Defend out and predicted the genre from its 8 similar games. Every figure here, including 9 Lives to Defend's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 513–6k
best case 50k (Cat Bait)
Games like 9 Lives to Defend

The middle of these games

≈ 513–6k copies

≈ $407–$13k after Steam's cut

from ~38 reviews

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

1 of your 8 similar games is a hit.

Best case: Cat Bait at ≈ 38k–62k copies, ≈ $52k–$140k after Steam's cut.

What it took to get here
About half the games that made it here had over 16 reviews in their first month; the spread ran 6 to 438.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Bullet Hell (8 of 8) and Rogue-lite (7 of 8).
The winners
Winners here lead with Cats + Action Roguelike, priced around $5.
The era
5 of your 8 similar games shipped in the last two years. You'd be launching into a busy stretch.
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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Meow Defence
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CatsMagic
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ActionAction Roguelike
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Action RoguelikeBullet Hell
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IndieCute

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