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How many copies did GROOVY sell?

Estimated copies sold
≈ 5k–9k
$9k–$23k after Steam's cut $16k–$36k before the cut
from 126 reviews (Mixed)

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

Copies, estimated from reviews

typical (middle half) 187k–427k
best case 2.0M (SpeedRunners)
Games like GROOVY

The middle of these games

≈ 187k–427k copies

≈ $1.1M–$1.7M after Steam's cut

from ~5k 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: SpeedRunners at ≈ 1.5M–2.5M copies, ≈ $6.4M–$17.1M after Steam's cut. A breakout hit, far above a typical game.

The genre you'd be entering
Your set
Your set clusters on Platformer (6 of 8) and Racing (5 of 8).
The winners
Winners here lead with Racing + Competitive, priced around $15. The breakout hits carry Fast-Paced + Local Multiplayer + Multiplayer; a typical game here doesn't.
The era
The games you compared span 2011 to 2020, and none of them 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 79 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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RacingBikes

Sizing up your own game? See what its genre can realistically do before you build it.