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How many copies did The PARADOGX Incident sell?

Estimated copies sold
≈ 1k–2k
$3k–$8k after Steam's cut $6k–$13k before the cut
from 42 reviews (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 PARADOGX Incident out and predicted the genre from its 8 similar games. Every figure here, including The PARADOGX Incident's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 962k–1.2M
best case 5.0M (Totally Accurate Battle Simulator)
Games like The PARADOGX Incident

The middle of these games

≈ 962k–1.2M copies

≈ $4.7M–$7.3M after Steam's cut

from ~28k 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: Totally Accurate Battle Simulator at ≈ 3.8M–6.2M copies, ≈ $20.9M–$56.2M 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 20k reviews in their first month; the spread ran 55 to 55k.
The genre you'd be entering
Your set
Your set clusters on Simulation (5 of 8) and FPS (2 of 8).
The winners
Winners here lead with Simulation, priced around $22. The breakout hits carry Simulation; a typical game here doesn't.
The era
The games you compared span 2016 to 2026, and 1 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 52 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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