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How many copies did Cycle 28 sell?

Estimated copies sold
≈ 2k–3k
$2k–$5k after Steam's cut $4k–$8k before the cut
from 59 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 Cycle 28 out and predicted the genre from its 8 similar games. Every figure here, including Cycle 28's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 95k–204k
best case 870k (Soulstone Survivors)
Games like Cycle 28

The middle of these games

≈ 95k–204k copies

≈ $576k–$1.3M after Steam's cut

from ~3k 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: Soulstone Survivors at ≈ 663k–1.1M copies, ≈ $2.7M–$7.3M 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 4k reviews in their first month; the spread ran 780 to 23k.
The genre you'd be entering
Your set
Your set clusters on Bullet Hell (8 of 8) and Twin Stick Shooter (6 of 8).
The winners
Winners here lead with Action Roguelike + Bullet Hell, priced around $15. The breakout hits carry Early Access + Action RPG + Rogue-like; a typical game here doesn't.
The era
The games you compared span 2010 to 2025, and 3 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 79 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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ActionIndie

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