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How many copies did 网瘾少年2005 Internet addicted youth 2005 sell?

Estimated copies sold
≈ 12k–19k
$7k–$18k after Steam's cut $12k–$27k before the cut
from 483 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 网瘾少年2005 Internet addicted youth 2005 out and predicted the genre from its 8 similar games. Every figure here, including 网瘾少年2005 Internet addicted youth 2005's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 415k–672k
best case 685k (Ghostwire: Tokyo)
Games like 网瘾少年2005 Internet addicted youth 2005

The middle of these games

≈ 415k–672k copies

≈ $3.8M–$7.1M after Steam's cut

from ~15k 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: Ghostwire: Tokyo at ≈ 522k–848k copies, ≈ $8.6M–$23.1M after Steam's cut.

What it took to get here
About half the games that made it here had over 3k reviews in their first month; the spread ran 723 to 5k.
The genre you'd be entering
Your set
Your set clusters on Story Rich (7 of 8) and Puzzle (5 of 8).
The winners
Winners here lead with Supernatural + Open World, priced around $60.
The era
The games you compared span 2016 to 2023, and none of them 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 52 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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The Talos Principle 2
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Ghostwire: Tokyo
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AdventureDetective

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