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How many copies did Intelligent Design: An Evolutionary Sandbox sell?

Estimated copies sold
≈ 5k–8k
$10k–$26k after Steam's cut $18k–$41k before the cut
from 149 reviews (Mixed)

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 Intelligent Design: An Evolutionary Sandbox out and predicted the genre from its 8 similar games. Every figure here, including Intelligent Design: An Evolutionary Sandbox's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 93k–205k
best case 910k (Cell to Singularity - Evolution Never Ends)
Games like Intelligent Design: An Evolutionary Sandbox

The middle of these games

≈ 93k–205k copies

≈ $249k–$961k after Steam's cut

from ~5k 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: Cell to Singularity - Evolution Never Ends at ≈ 693k–1.1M copies.

What it took to get here
About half the games that made it here had over 1k reviews in their first month; the spread ran 17 to 11k.
The genre you'd be entering
Your set
Your set clusters on Idler (5 of 8) and Simulation (5 of 8).
The winners
Winners here lead with Clicker + Simulation.
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 of about 31, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

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