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How many copies did GymFistprint sell?

Estimated copies sold
≈ 50–81
$41–$111 after Steam's cut $75–$170 before the cut
from 2 reviews (2 user reviews)
Thin evidence: 2 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 GymFistprint out and predicted the genre from its 8 similar games. Every figure here, including GymFistprint's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 123k–275k
best case 574k (F1® 23)
Games like GymFistprint

The middle of these games

≈ 123k–275k copies

≈ $1.0M–$2.2M after Steam's cut

from ~6k reviews

Only the top fifth of 2019’s Steam releases earned about $34k gross, so plan for that or less.

6 of your 8 similar games are hits.

Best case: F1® 23 at ≈ 437k–710k copies.

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 1 to 6k.
The genre you'd be entering
Your set
Your set clusters on Spectacle fighter (5 of 8) and Sports (4 of 8).
The winners
Winners here lead with VR + Racing.
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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Action2D Fighter

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