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How many copies did GOOOAL sell?

Estimated copies sold
≈ 3k–5k
$2k–$6k after Steam's cut $4k–$10k before the cut
from 114 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 GOOOAL out and predicted the genre from its 8 similar games. Every figure here, including GOOOAL's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 16k–52k
best case 80k (pureya)
Games like GOOOAL

The middle of these games

≈ 16k–52k copies

≈ $48k–$189k after Steam's cut

from ~814 reviews

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

3 of your 8 similar games are hits.

Best case: pureya at ≈ 61k–99k copies, ≈ $100k–$269k after Steam's cut.

What it took to get here
About half the games that made it here had over 260 reviews in their first month; the spread ran 17 to 1k.
The genre you'd be entering
Your set
Your set clusters on Sports (5 of 8) and Action-Adventure (2 of 8).
The winners
Winners here lead with Minigames + Arcade, priced around $6.
The era
The games you compared span 2016 to 2024, and 2 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 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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3.0x vs typical
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IndieCasual

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