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How many copies did Supercar Collection Simulator sell?

Estimated copies sold
≈ 41k–67k
$147k–$395k after Steam's cut $267k–$607k before the cut
from 2k 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 Supercar Collection Simulator out and predicted the genre from its 8 similar games. Every figure here, including Supercar Collection Simulator's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 1.8M–3.2M
best case 4.8M (Tabletop Simulator)
Games like Supercar Collection Simulator

The middle of these games

≈ 1.8M–3.2M copies

≈ $18.5M–$30.7M after Steam's cut

from ~60k 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: Tabletop Simulator at ≈ 3.6M–5.9M copies, ≈ $19.9M–$53.6M after Steam's cut.

What it took to get here
About half the games that made it here had over 8k reviews in their first month; the spread ran 5k to 13k.
The genre you'd be entering
Your set
Your set clusters on Trading Card Game (6 of 8) and Card Game (4 of 8).
The winners
Winners here lead with Tabletop + Board Game, priced around $20.
The era
The games you compared span 2015 to 2024, 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 61 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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