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How many copies did Extreme Climbing sell?

Estimated copies sold
≈ 8k–13k
$17k–$46k after Steam's cut $31k–$71k before the cut
from 316 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 Extreme Climbing out and predicted the genre from its 8 similar games. Every figure here, including Extreme Climbing's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 14k–95k
best case 574k (F1® 23)
Games like Extreme Climbing

The middle of these games

≈ 14k–95k copies

≈ $135k–$737k after Steam's cut

from ~1k reviews

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

4 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 677 reviews in their first month; the spread ran 17 to 3k.
The genre you'd be entering
Your set
Your set clusters on Sports (7 of 8) and Action-Adventure (5 of 8).
The winners
Winners here lead with VR + Racing.
The era
The games you compared span 2019 to 2025, and 3 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 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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