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How many copies did Old School sell?

Estimated copies sold
≈ 11k–18k
$46k–$123k after Steam's cut $83k–$189k before the cut
from 448 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 Old School out and predicted the genre from its 8 similar games. Every figure here, including Old School's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 391–2k
best case 239k (112 Operator)
Games like Old School

The middle of these games

≈ 391–2k copies

≈ $979–$9k after Steam's cut

from ~23 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: 112 Operator at ≈ 182k–296k copies, ≈ $1.2M–$3.4M 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 5 reviews in their first month; the spread ran 1 to 781.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Time Management (6 of 8) and Education (4 of 8).
The winners
Winners here lead with Simulation + Realistic, priced around $25. The breakout hits carry Realistic + Moddable + Modern; a typical game here doesn't.
The era
The games you compared span 2018 to 2025, 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 38 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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SingleplayerPixel Graphics

Sizing up your own game? See what its genre can realistically do before you build it.