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How many copies did Gal*Gun 2 sell?

Estimated copies sold
≈ 76k–123k
$626k–$1.7M after Steam's cut $1.1M–$2.6M before the cut
from 2k 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 Gal*Gun 2 out and predicted the genre from its 8 similar games. Every figure here, including Gal*Gun 2's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 646k–3.0M
best case 12.1M (VRChat)
Games like Gal*Gun 2

The middle of these games

≈ 646k–3.0M copies

≈ $4.5M–$9.1M after Steam's cut

from ~21k 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.

No genre covers most of your similar games. The closest is VR (3 of 8), so the genre you lead with is still undecided.

Of the 416 indie games that passed 1,000 reviews in 2022, 11.8% were novel genre mixes and 88.2% stuck to an established genre. Published indie market research.

Best case: VRChat at ≈ 9.2M–15.0M copies.

The genre you'd be entering
Your set
Your set clusters on VR (3 of 8) and Anime (2 of 8).
The winners
Winners here lead with VR + Anime.
The era
The games you compared span 2015 to 2022, and none of them 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).

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Sizing up your own game? See what its genre can realistically do before you build it.