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How many copies did College Escape sell?

Estimated copies sold
≈ 570–927
$469–$1k after Steam's cut $852–$2k before the cut
from 23 reviews (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 College Escape out and predicted the genre from its 8 similar games. Every figure here, including College Escape's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 9k–633k
best case 13.7M (R.E.P.O.)
Games like College Escape

The middle of these games

≈ 9k–633k copies

≈ $30k–$13.2M after Steam's cut

from ~7k reviews

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

4 of your 8 similar games are hits.

No genre covers most of your similar games. The closest is First-Person (4 of 8), so the genre you lead with is still undecided.

Of the 416 indie games that passed 1,000 reviews in 2022, 11.8% were novel genre mixes and 88.2% stuck to an established genre. Published indie market research.

Best case: R.E.P.O. at ≈ 10.4M–17.0M copies, ≈ $28.7M–$77.0M after Steam's cut.

What it took to get here
About half the games that made it here had over 7k reviews in their first month; the spread ran 2 to 67k.
The genre you'd be entering
Your set
Your set clusters on First-Person (4 of 8) and Dystopian (3 of 8).
The winners
Winners here lead with Horror + Comedy, priced around $10.
The era
The games you compared span 2018 to 2026, and 3 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 38 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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