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How many copies did The Bibites: Digital Life sell?

Estimated copies sold
≈ 6k–10k
$17k–$45k after Steam's cut $30k–$69k before the cut
from 245 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 The Bibites: Digital Life out and predicted the genre from its 8 similar games. Every figure here, including The Bibites: Digital Life's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 210k–363k
best case 1.8M (WorldBox - God Simulator)
Games like The Bibites: Digital Life

The middle of these games

≈ 210k–363k copies

≈ $843k–$2.9M after Steam's cut

from ~8k 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: WorldBox - God Simulator at ≈ 1.4M–2.3M copies, ≈ $7.7M–$20.6M 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 317 to 7k.
The genre you'd be entering
Your set
Your set clusters on Sandbox (7 of 8) and Simulation (6 of 8).
The winners
Winners here lead with Sandbox + God Game, priced around $20. The breakout hits carry Pixel Graphics + Colony Sim + Life Sim; a typical game here doesn't.
The era
Only 1 of your 8 similar games shipped in the last two years. That says more about your picks than about the market, so add newer similar games to read the timing.
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 36 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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