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How many copies did Hyperspace Invaders II: Pixel Edition sell?

Estimated copies sold
≈ 20k–32k
$27k–$73k after Steam's cut $49k–$112k before the cut
from 404 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 Hyperspace Invaders II: Pixel Edition out and predicted the genre from its 8 similar games. Every figure here, including Hyperspace Invaders II: Pixel Edition's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 507k–1.2M
best case 8.6M (Vampire Survivors)
Games like Hyperspace Invaders II: Pixel Edition

The middle of these games

≈ 507k–1.2M copies

≈ $2.7M–$5.0M after Steam's cut

from ~27k 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: Vampire Survivors at ≈ 6.6M–10.7M copies, ≈ $9.0M–$24.2M 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 23k reviews in their first month; the spread ran 12k to 129k.
The genre you'd be entering
Your set
Your set clusters on Bullet Hell (8 of 8) and Action Roguelike (7 of 8).
The winners
Winners here lead with Action Roguelike + Bullet Hell, priced around $5. The breakout hits carry Vampire + Indie + Singleplayer; a typical game here doesn't.
The era
5 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 that falls with release age, from about 31 for the most recent game here to about 43 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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1.8x vs typical
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