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How many copies did Nova-111 sell?

Estimated copies sold
≈ 9k–15k
$12k–$33k after Steam's cut $22k–$51k before the cut
from 183 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 Nova-111 out and predicted the genre from its 8 similar games. Every figure here, including Nova-111's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 793k–1.6M
best case 12.3M (Deep Rock Galactic)
Games like Nova-111

The middle of these games

≈ 793k–1.6M copies

≈ $5.4M–$7.9M after Steam's cut

from ~29k 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: Deep Rock Galactic at ≈ 9.4M–15.3M copies, ≈ $77.6M–$208.6M 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 40k reviews in their first month; the spread ran 3k to 103k.
The genre you'd be entering
Your set
Your set clusters on Action Roguelike (6 of 8) and Rogue-like (4 of 8).
The winners
Winners here lead with Rogue-like + Action Roguelike, priced around $25.
The era
The games you compared span 2013 to 2025, and 1 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 79 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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