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How many copies did FootballLife sell?

Estimated copies sold
≈ 223–363
$1k–$3k after Steam's cut $2k–$5k before the cut
from 9 reviews (9 user reviews)
Thin evidence: 9 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 FootballLife out and predicted the genre from its 8 similar games. Every figure here, including FootballLife's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 1.6M–5.7M
best case 7.3M (鬼谷八荒 Tale of Immortal)
Games like FootballLife

The middle of these games

≈ 1.6M–5.7M copies

≈ $56.5M after Steam's cut

from ~120k 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: 鬼谷八荒 Tale of Immortal at ≈ 5.6M–9.1M copies, ≈ $30.6M–$82.3M after Steam's cut.

What it took to get here
About half the games that made it here had over 10k reviews in their first month; the spread ran 4 to 208k.
The genre you'd be entering
Your set
Your set clusters on Simulation (7 of 8) and Sports (5 of 8).
The winners
Winners here lead with Management + Simulation, priced around $20.
The era
The games you compared span 2017 to 2023, and none of them 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 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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