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How many copies did Gold Mining Simulator sell?

Estimated copies sold
≈ 563k–915k
$3.1M–$8.3M after Steam's cut $5.6M–$12.8M before the cut
from 16k 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 Gold Mining Simulator out and predicted the genre from its 8 similar games. Every figure here, including Gold Mining Simulator's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 774k–934k
best case 1.7M (My Time at Portia)
Games like Gold Mining Simulator

The middle of these games

≈ 774k–934k copies

≈ $5.8M–$9.8M 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: My Time at Portia at ≈ 1.3M–2.1M copies, ≈ $10.5M–$28.3M 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 6k reviews in their first month; the spread ran 1k to 24k.
The genre you'd be entering
Your set
Your set clusters on Farming Sim (5 of 8) and Life Sim (5 of 8).
The winners
Winners here lead with Life Sim + Open World, priced around $30. The breakout hits carry Adventure + Open World + Casual; a typical game here doesn't.
The era
The games you compared span 2019 to 2025, and 1 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 36 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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