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How many copies did Thunder Ronin sell?

Estimated copies sold
≈ 794–1k
$653–$2k after Steam's cut $1k–$3k before the cut
from 32 reviews (Mixed)

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

Copies, estimated from reviews

typical (middle half) 96k–135k
best case 13.4M (Sekiro™: Shadows Die Twice - GOTY Edition)
Games like Thunder Ronin

The middle of these games

≈ 96k–135k copies

≈ $1.4M–$1.8M after Steam's cut

from ~4k reviews

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

7 of your 8 similar games are hits.

Best case: Sekiro™: Shadows Die Twice - GOTY Edition at ≈ 10.2M–16.6M copies, ≈ $168.6M–$453.2M 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 1k reviews in their first month; the spread ran 115 to 102k.
The genre you'd be entering
Your set
Your set clusters on Ninja (7 of 8) and Hack and Slash (6 of 8).
The winners
Winners here lead with Souls-like, priced around $50. The breakout hits carry Souls-like + Action RPG + RPG; a typical game here doesn't.
The era
The games you compared span 2009 to 2025, and 2 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 79 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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64x vs typical
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