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How many copies did Cyber Warrior sell?

Estimated copies sold
≈ 1k–2k
$6k–$15k after Steam's cut $10k–$23k before the cut
from 41 reviews (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 Cyber Warrior out and predicted the genre from its 8 similar games. Every figure here, including Cyber Warrior's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 9k–33k
best case 1.7M (Hacknet)
Games like Cyber Warrior

The middle of these games

≈ 9k–33k copies

≈ $45k–$299k after Steam's cut

from ~452 reviews

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

3 of your 8 similar games are hits.

Best case: Hacknet at ≈ 1.3M–2.1M copies, ≈ $3.5M–$9.4M 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 65 reviews in their first month; the spread ran 1 to 283.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Hacking (8 of 8) and Typing (7 of 8).
The winners
Winners here lead with Hacking + Simulation, priced around $10. The breakout hits carry Great Soundtrack + Choices Matter + Story Rich; a typical game here doesn't.
The era
The games you compared span 2015 to 2024, and 2 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 61 for the oldest, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

Similar games

Hacky
2024
Est. copies
≈ 2k–4k
SteamSpy under 20k
Est. revenue
$3k–$9k after Steam's cut $6k–$14k before the cut
$4.99
100 reviews
Very Positive
HackingTyping
Hacknet
2015
Est. copies
≈ 1.3M–2.1M
58x vs typical
SteamSpy 2M–5M
Est. revenue
$3.5M–$9.4M after Steam's cut $6.4M–$14.5M before the cut
$9.99
26k reviews
Very Positive
HackingSimulation
Grey Hack
2017
Est. copies
≈ 64k–104k
4.1x vs typical
SteamSpy 100k–200k
Est. revenue
$353k–$949k after Steam's cut $642k–$1.5M before the cut
$19.99
2k reviews
Very Positive
HackingSimulation
CHAQS
2022
Est. copies
≈ 1k–2k
SteamSpy under 20k
Est. revenue
$4k–$9k after Steam's cut $6k–$15k before the cut
$9.90
52 reviews
Mostly Positive
TypingHacking
Anonymous Hacker Simulator
2024
Est. copies
≈ 19k–31k
1.7x vs typical
SteamSpy 20k–50k
Est. revenue
$106k–$286k after Steam's cut $194k–$440k before the cut
$19.99
781 reviews
Very Positive
SimulationHacking
Hacker Simulator
2021
Est. copies
≈ 32k–51k
2.8x vs typical
SteamSpy 200k–500k
Est. revenue
$218k–$585k after Steam's cut $396k–$900k before the cut
$24.99
1k reviews
Mostly Positive
HackingSimulation
Mainlining
2017
Est. copies
≈ 13k–21k
SteamSpy 100k–200k
Est. revenue
$45k–$122k after Steam's cut $82k–$187k before the cut
$12.99
368 reviews
Mostly Positive
IndieHacking
Midnight Protocol
2021
Est. copies
≈ 11k–18k
SteamSpy 20k–50k
Est. revenue
$46k–$124k after Steam's cut $84k–$191k before the cut
$14.99
452 reviews
Very Positive
SingleplayerHacking

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