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How many copies did My Waifu Becomes Real sell?

Estimated copies sold
≈ 74–121
$41–$110 after Steam's cut $74–$169 before the cut
from 3 reviews (3 user reviews)
Thin evidence: 3 reviews. That range swings on one or two people, so read it as a hint, not a measurement.

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 My Waifu Becomes Real out and predicted the genre from its 8 similar games. Every figure here, including My Waifu Becomes Real's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 21k–25k
best case 81k (恋爱单选题)
Games like My Waifu Becomes Real

The middle of these games

≈ 21k–25k copies

≈ $64k–$97k after Steam's cut

from ~737 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: 恋爱单选题 at ≈ 62k–100k copies, ≈ $186k–$500k 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 450 reviews in their first month; the spread ran 164 to 2k.
The genre you'd be entering
Your set
Your set clusters on Dating Sim (8 of 8) and Simulation (7 of 8).
The winners
Winners here lead with Dating Sim + Simulation, priced around $11. The breakout hits carry Immersive Sim + Life Sim + Exploration; a typical game here doesn't.
The era
7 of your 8 similar games shipped in the last two years. You'd be launching into a busy stretch.
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.