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How many copies did Mecha Force VR sell?

Estimated copies sold
≈ 670–1k
from 27 reviews (Mostly 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 Mecha Force VR out and predicted the genre from its 8 similar games. Every figure here, including Mecha Force VR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 92k–156k
best case 496k (FIVE NIGHTS AT FREDDY'S: HELP WANTED)
Games like Mecha Force VR

The middle of these games

≈ 92k–156k copies

≈ $1.0M–$2.5M 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.

All 8 of your similar games are hits.

Best case: FIVE NIGHTS AT FREDDY'S: HELP WANTED at ≈ 378k–614k copies, ≈ $3.1M–$8.4M after Steam's cut. A breakout hit, far above a typical game.

What it took to get here
About half the games that made it here had over 2k reviews in their first month; the spread ran 894 to 3k.
The genre you'd be entering
Your set
Your set clusters on VR (6 of 8) and Robots (5 of 8).
The winners
Winners here lead with Horror + VR, priced around $30. The breakout hits carry Survival Horror + Psychological Horror + Horror; a typical game here doesn't.
The era
The games you compared span 2016 to 2025, 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 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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ActionMechs

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