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How many copies did Arcane Ascent sell?

Estimated copies sold
≈ 769–1k
$3k–$9k after Steam's cut $6k–$13k before the cut
from 31 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 Arcane Ascent out and predicted the genre from its 8 similar games. Every figure here, including Arcane Ascent's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 1k–3k
best case 276k (Backpack Hero)
Games like Arcane Ascent

The middle of these games

≈ 1k–3k copies

≈ $5k–$20k after Steam's cut

from ~63 reviews

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

1 of your 8 similar games is a hit.

Best case: Backpack Hero at ≈ 211k–342k copies, ≈ $1.2M–$3.1M 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 44 reviews in their first month; the spread ran 14 to 6k.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Deckbuilding (8 of 8) and Roguelike Deckbuilder (5 of 8).
The winners
Winners here lead with Replay Value + Turn-Based, priced around $20. The breakout hits carry Replay Value + Inventory Management + Fantasy; a typical game here doesn't.
The era
4 of your 8 similar games shipped in the last two years, so this niche is actively shipping.
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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Sizing up your own game? See what its genre can realistically do before you build it.