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wishvane

How many copies did Figure Workshop2 sell?

Estimated copies sold
≈ 174–282
$95–$255 after Steam's cut $173–$393 before the cut
from 7 reviews (7 user reviews)
Thin evidence: 7 reviews. That range swings on one or two people, so read it as a hint, not a measurement.

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 Figure Workshop2 out and predicted the genre from its 8 similar games. Every figure here, including Figure Workshop2's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 3k
best case 41k (Take me, Vitaly)
Games like Figure Workshop2

The middle of these games

≈ 3k copies

≈ $8k–$11k after Steam's cut

from ~96 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: Take me, Vitaly at ≈ 31k–50k copies, ≈ $51k–$137k 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 41 reviews in their first month; the spread ran 2 to 732.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Simulation (6 of 8) and Sandbox (5 of 8).
The winners
Winners here lead with Trading + Simulation, priced around $9. The breakout hits carry Trading + Adventure; a typical game here doesn't.
The era
The games you compared span 2014 to 2025, and 3 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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CasualSimulation

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