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How many copies did Death Horizon: Cyberfusion sell?

Estimated copies sold
≈ 2k–3k
$8k–$20k after Steam's cut $14k–$31k before the cut
from 74 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 Death Horizon: Cyberfusion out and predicted the genre from its 8 similar games. Every figure here, including Death Horizon: Cyberfusion's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 879–2k
best case 41k (The Light Brigade: Definitive Edition)
Games like Death Horizon: Cyberfusion

The middle of these games

≈ 879–2k copies

≈ $2k–$8k after Steam's cut

from ~38 reviews

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

1 of your 8 similar games is a hit.

Best case: The Light Brigade: Definitive Edition at ≈ 32k–51k copies, ≈ $217k–$582k 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 41 reviews in their first month; the spread ran 2 to 514.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Physics (8 of 8) and Shooter (6 of 8).
The winners
Winners here lead with Physics + Shooter, priced around $19. The breakout hits carry Twin Stick Shooter + Difficult + Sci-fi; 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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Sizing up your own game? See what its genre can realistically do before you build it.