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How many copies did Museum No.9 sell?

Estimated copies sold
≈ 7k–11k
$18k–$49k after Steam's cut $33k–$76k before the cut
from 268 reviews (Mostly 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 Museum No.9 out and predicted the genre from its 8 similar games. Every figure here, including Museum No.9's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 7k–8k
best case 42k (沉默的蟋蟀)
Games like Museum No.9

The middle of these games

≈ 7k–8k copies

≈ $21k–$46k after Steam's cut

from ~226 reviews

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

2 of your 8 similar games are hits.

Your picks lean toward this genre's biggest survivors; the typical figure reads from its ordinary successes.

Best case: 沉默的蟋蟀 at ≈ 32k–53k copies, ≈ $133k–$359k 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 238 reviews in their first month; the spread ran 45 to 610.
The genre you'd be entering
Your set
Your set clusters on Simulation (6 of 8) and Life Sim (4 of 8).
The winners
Winners here lead with Creature Collector + Rogue-lite, priced around $5. The breakout hits carry Indie; a typical game here doesn't.
The era
The games you compared span 2015 to 2025, and 2 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 61 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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CasualSimulation

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