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How many copies did Card Summoner sell?

Estimated copies sold
≈ 942–2k
$4k–$10k after Steam's cut $7k–$16k before the cut
from 38 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 Card Summoner out and predicted the genre from its 8 similar games. Every figure here, including Card Summoner's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 488–3k
best case 988k (Artifact)
Games like Card Summoner

The middle of these games

≈ 488–3k copies

≈ $1k–$18k 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.

2 of your 8 similar games are hits.

Best case: Artifact at ≈ 753k–1.2M copies. A breakout hit, far above a typical game.

What it took to get here
About half the games that made it here had over 21 reviews in their first month; the spread ran 1 to 103.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Card Battler (6 of 8) and Card Game (6 of 8).
The winners
Winners here lead with Card Battler + Deckbuilding. The breakout hits carry Deckbuilding + Multiplayer + e-sports; a typical game here doesn't.
The era
4 of your 8 similar games shipped in the last two years, so this niche is actively shipping.
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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Sizing up your own game? See what its genre can realistically do before you build it.