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How many copies did Knights Within sell?

Estimated copies sold
≈ 7k–12k
$36k–$97k after Steam's cut $66k–$149k before the cut
from 294 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 Knights Within out and predicted the genre from its 8 similar games. Every figure here, including Knights Within's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 285–806
best case 79k (Endless Alice)
Games like Knights Within

The middle of these games

≈ 285–806 copies

≈ $1k–$2k after Steam's cut

from ~15 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: Endless Alice at ≈ 61k–98k copies, ≈ $150k–$403k 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 18 reviews in their first month; the spread ran 1 to 298.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Hack and Slash (7 of 8) and Third-Person Shooter (7 of 8).
The winners
Winners here lead with Third-Person Shooter + Action Roguelike, priced around $7. The breakout hits carry Indie + Female Protagonist + Anime; a typical game here doesn't.
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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