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How many copies did Cyborg: Rise sell?

Estimated copies sold
≈ 372–605
$817–$2k after Steam's cut $1k–$3k before the cut
from 15 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 Cyborg: Rise out and predicted the genre from its 8 similar games. Every figure here, including Cyborg: Rise's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 65k–661k
best case 3.4M (Gunfire Reborn)
Games like Cyborg: Rise

The middle of these games

≈ 65k–661k copies

≈ $435k–$6.4M after Steam's cut

from ~3k reviews

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

7 of your 8 similar games are hits.

Best case: Gunfire Reborn at ≈ 2.6M–4.2M copies, ≈ $14.1M–$38.0M after Steam's cut.

What it took to get here
About half the games that made it here had over 1k reviews in their first month; the spread ran 29 to 63k.
The genre you'd be entering
Your set
Your set clusters on FPS (8 of 8) and Rogue-lite (6 of 8).
The winners
Winners here lead with Rogue-lite + FPS, priced around $20.
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 that falls with release age, from about 31 for the most recent game here to about 43 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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too small to compare
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≈ 2.6M–4.2M
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Sizing up your own game? See what its genre can realistically do before you build it.