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How many copies did DragonRoad sell?

Estimated copies sold
≈ 3k–5k
$16k–$44k after Steam's cut $30k–$68k before the cut
from 121 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 DragonRoad out and predicted the genre from its 8 similar games. Every figure here, including DragonRoad's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 667–1k
best case 336k (Windblown)
Games like DragonRoad

The middle of these games

≈ 667–1k copies

≈ $2k–$4k after Steam's cut

from ~29 reviews

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

2 of your 8 similar games are hits.

Best case: Windblown at ≈ 256k–417k copies, ≈ $1.8M–$4.7M 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 18 reviews in their first month; the spread ran 2 to 4k.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Souls-like (5 of 8) and Action Roguelike (4 of 8).
The winners
Winners here lead with Action Roguelike + Hack and Slash, priced around $22. The breakout hits carry Indie + Rogue-like + Isometric; 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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