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How many copies did The Preposterous Awesomeness of Everything sell?

Estimated copies sold
≈ 7k–12k
$14k–$38k after Steam's cut $26k–$59k before the cut
from 179 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 The Preposterous Awesomeness of Everything out and predicted the genre from its 8 similar games. Every figure here, including The Preposterous Awesomeness of Everything's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 757–12k
best case 19k (Talk to Strangers)
Games like The Preposterous Awesomeness of Everything

The middle of these games

≈ 757–12k copies

≈ $2k–$45k after Steam's cut

from ~170 reviews

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

None of your 8 similar games are hits.

No genre covers most of your similar games. The closest is Experimental (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: Talk to Strangers at ≈ 14k–23k copies, ≈ $19k–$52k after Steam's cut.

What it took to get here
About half the games that made it here had over 6 reviews in their first month; the spread ran 3 to 72.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Experimental (4 of 8) and Capitalism (3 of 8).
The winners
Winners here lead with Life Sim + Survival, priced around $5.
The era
None of the games you compared shipped in the last two years; the newest is from 2021. That says more about your picks than about the market, so add newer similar games to read the timing.
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 52 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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Visual NovelPhilosophical
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Life SimSurvival
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ExperimentalCinematic

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