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How many copies did Exo Mayhem: A Supervillain Experience sell?

Estimated copies sold
≈ 273–443
$2k–$4k after Steam's cut $3k–$6k before the cut
from 11 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 Exo Mayhem: A Supervillain Experience out and predicted the genre from its 8 similar games. Every figure here, including Exo Mayhem: A Supervillain Experience's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 114k–354k
best case 1.3M (Just Cause 4 Reloaded)
Games like Exo Mayhem: A Supervillain Experience

The middle of these games

≈ 114k–354k copies

≈ $673k–$5.6M after Steam's cut

from ~4k reviews

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

All 8 of your similar games are hits.

Best case: Just Cause 4 Reloaded at ≈ 980k–1.6M copies.

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 386 to 3k.
The genre you'd be entering
Your set
Your set clusters on Open World (6 of 8) and Sandbox (6 of 8).
The winners
Winners here lead with Open World + Destruction.
The era
The games you compared span 2018 to 2026, and 3 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 38 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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