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How many copies did MY DESTINY GIRLS sell?

Estimated copies sold
≈ 18k–30k
$51k–$136k after Steam's cut $92k–$210k before the cut
from 744 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 MY DESTINY GIRLS out and predicted the genre from its 8 similar games. Every figure here, including MY DESTINY GIRLS's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 73k–159k
best case 1.5M (Love Is All Around)
Games like MY DESTINY GIRLS

The middle of these games

≈ 73k–159k copies

≈ $399k–$694k after Steam's cut

from ~3k 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: Love Is All Around at ≈ 1.1M–1.8M copies, ≈ $3.1M–$8.4M 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 164 to 27k.
The genre you'd be entering
Your set
Your set clusters on Dating Sim (8 of 8) and Visual Novel (8 of 8).
The winners
Winners here lead with Dating Sim + Sexual Content, priced around $10. The breakout hits carry Singleplayer + Romance + First-Person; a typical game here doesn't.
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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3.2x vs typical
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AdventureCasual

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