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How many copies did Zero Caliber VR sell?

Estimated copies sold
≈ 122k–199k
$841k–$2.3M after Steam's cut $1.5M–$3.5M before the cut
from 5k reviews (Mostly 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 Zero Caliber VR out and predicted the genre from its 8 similar games. Every figure here, including Zero Caliber VR's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 204k–1.4M
best case 1.5M (Bodycam)
Games like Zero Caliber VR

The middle of these games

≈ 204k–1.4M copies

≈ $3.2M–$11.1M after Steam's cut

from ~18k 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: Bodycam at ≈ 1.2M–1.9M copies, ≈ $10.5M–$28.3M after Steam's cut.

What it took to get here
About half the games that made it here had over 21k reviews in their first month; the spread ran 800 to 38k.
The genre you'd be entering
Your set
Your set clusters on Military (6 of 8) and FPS (5 of 8).
The winners
Winners here lead with FPS + Realistic, priced around $33.
The era
The games you compared span 2010 to 2026, 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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2.2x vs typical
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$19.99
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FPSAction
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≈ 142k–231k
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$782k–$2.1M after Steam's cut $1.4M–$3.2M before the cut
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VRAction
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2024
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≈ 1.2M–1.9M
2.6x vs typical
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Early AccessFPS
Wolfpack
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SimulationFlight
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SimulationFlight

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