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How many copies did Climbey sell?

Estimated copies sold
≈ 28k–45k
$61k–$165k after Steam's cut $112k–$254k before the cut
from 1k 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 Climbey out and predicted the genre from its 8 similar games. Every figure here, including Climbey's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 4k–10k
best case 1.4M (BONEWORKS)
Games like Climbey

The middle of these games

≈ 4k–10k copies

≈ $15k–$68k after Steam's cut

from ~142 reviews

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

2 of your 8 similar games are hits.

Best case: BONEWORKS at ≈ 1.0M–1.7M copies, ≈ $8.7M–$23.3M 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 103 reviews in their first month; the spread ran 27 to 2k.
The genre you'd be entering
Your set
Your set clusters on VR (8 of 8) and Simulation (5 of 8).
The winners
Winners here lead with VR + Physics, priced around $30. The breakout hits carry Singleplayer + Great Soundtrack + Physics; a typical game here doesn't.
The era
Only 2 of your 8 similar games shipped in the last two years. 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 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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