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How many copies did Cube Samurai: RUN! sell?

Estimated copies sold
≈ 83–135
$114–$307 after Steam's cut $207–$472 before the cut
from 2 reviews (2 user reviews)
Thin evidence: 2 reviews. 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 Cube Samurai: RUN! out and predicted the genre from its 8 similar games. Every figure here, including Cube Samurai: RUN!'s, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 497–1k
best case 3k (Non-Stop Raiders)
Games like Cube Samurai: RUN!

The middle of these games

≈ 497–1k copies

≈ $895–$2k after Steam's cut

from ~23 reviews

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

None of your 8 similar games are hits.

Best case: Non-Stop Raiders at ≈ 2k–4k copies, ≈ $1k–$3k after Steam's cut.

What it took to get here
About half the games that made it here had over 7 reviews in their first month; the spread ran 1 to 25.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Platformer (6 of 8) and Runner (6 of 8).
The winners
Winners here lead with Beat 'em up + Hack and Slash, priced around $2.
The era
Only 3 of your 8 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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