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How many copies did Mini Ninjas sell?

Estimated copies sold
≈ 304k–494k
$835k–$2.2M after Steam's cut $1.5M–$3.5M before the cut
from 5k 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 Mini Ninjas out and predicted the genre from its 8 similar games. Every figure here, including Mini Ninjas's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 2.0M–4.0M
best case 13.4M (Sekiro™: Shadows Die Twice - GOTY Edition)
Games like Mini Ninjas

The middle of these games

≈ 2.0M–4.0M copies

≈ $28.8M–$55.3M after Steam's cut

from ~67k 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: Sekiro™: Shadows Die Twice - GOTY Edition at ≈ 10.2M–16.6M copies, ≈ $168.6M–$453.2M 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 28k reviews in their first month; the spread ran 11k to 49k.
The genre you'd be entering
Your set
Your set clusters on Ninja (6 of 8) and Hack and Slash (3 of 8).
The winners
Winners here lead with Souls-like + Ninja, priced around $60. The breakout hits carry Souls-like + Third Person + Difficult; a typical game here doesn't.
The era
The games you compared span 2014 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 70 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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