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How many copies did The Fallen Kingdoms sell?

Estimated copies sold
≈ 25–40
$28–$73 after Steam's cut $50–$112 before the cut
from 1 reviews (1 user reviews)
Thin evidence: 1 review. That range swings on one or two people, so read it as a hint, not a measurement.

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 Fallen Kingdoms out and predicted the genre from its 7 similar games. Every figure here, including The Fallen Kingdoms's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 358–846
best case 17k (Looper Tactics)
Games like The Fallen Kingdoms

The middle of these games

≈ 358–846 copies

≈ $1k–$14k after Steam's cut

from ~19 reviews

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

None of your 7 similar games are hits.

Best case: Looper Tactics at ≈ 13k–21k copies, ≈ $39k–$105k after Steam's cut. A breakout hit, far above a typical game.

What it took to get here
The games that made it here had under 299 reviews in their first month.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Auto Battler (4 of 7) and Turn-Based Strategy (4 of 7).
The winners
Winners here lead with Deckbuilding + Card Battler, priced around $11. The breakout hits carry Deckbuilding + Card Battler + Turn-Based Combat; a typical game here doesn't.
The era
Only 3 of your 7 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 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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Sizing up your own game? See what its genre can realistically do before you build it.