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How many copies did One True Path - Part 1 sell?

Estimated copies sold
≈ 2k–3k
$1k–$3k after Steam's cut $2k–$5k before the cut
from 86 reviews (Very 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 One True Path - Part 1 out and predicted the genre from its 8 similar games. Every figure here, including One True Path - Part 1's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 75k–118k
best case 659k (BONELAB)
Games like One True Path - Part 1

The middle of these games

≈ 75k–118k copies

≈ $496k–$1.1M 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: BONELAB at ≈ 502k–816k copies, ≈ $5.5M–$14.9M 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 765 reviews in their first month; the spread ran 178 to 7k.
The genre you'd be entering
Your set
Your set clusters on VR (8 of 8) and Action-Adventure (3 of 8).
The winners
Winners here lead with VR + Physics, priced around $40. The breakout hits carry Physics + Shooter + FPS; a typical game here doesn't.
The era
The games you compared span 2018 to 2024, and 2 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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VRIndie

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