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How many copies did We Could Be Heroes sell?

Estimated copies sold
≈ 1k–2k
$4k–$12k after Steam's cut $8k–$19k before the cut
from 44 reviews (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 We Could Be Heroes out and predicted the genre from its 8 similar games. Every figure here, including We Could Be Heroes's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 213k–309k
best case 1.7M (Rivals of Aether)
Games like We Could Be Heroes

The middle of these games

≈ 213k–309k copies

≈ $1.5M–$2.4M after Steam's cut

from ~5k 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: Rivals of Aether at ≈ 1.3M–2.1M copies, ≈ $10.8M–$29.1M 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 2k reviews in their first month; the spread ran 922 to 4k.
The genre you'd be entering
Your set
Your set clusters on 2D Fighter (7 of 8) and Fighting (4 of 8).
The winners
Winners here lead with 2D Fighter, priced around $20. The breakout hits carry Multiplayer + Online Co-Op + Funny; a typical game here doesn't.
The era
The games you compared span 2014 to 2024, 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 70 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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AnimeBeat 'em up

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