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How many copies did EVERSPACE™ sell?

Estimated copies sold
≈ 394k–641k
$2.2M–$5.8M after Steam's cut $3.9M–$9.0M before the cut
from 11k reviews (Mostly 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 EVERSPACE™ out and predicted the genre from its 8 similar games. Every figure here, including EVERSPACE™'s, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 395k–828k
best case 12.3M (Deep Rock Galactic)
Games like EVERSPACE™

The middle of these games

≈ 395k–828k copies

≈ $3.7M–$7.2M after Steam's cut

from ~15k 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: Deep Rock Galactic at ≈ 9.4M–15.3M copies, ≈ $77.6M–$208.6M 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 17k reviews in their first month; the spread ran 3k to 41k.
The genre you'd be entering
Your set
Your set clusters on Action Roguelike (5 of 8) and Bullet Hell (3 of 8).
The winners
Winners here lead with Dwarf + Co-op, priced around $30. The breakout hits carry FPS + Procedural Generation + Class-Based; a typical game here doesn't.
The era
The games you compared span 2015 to 2025, and 2 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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