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How many copies did Amberial Dreams sell?

Estimated copies sold
≈ 2k–3k
$5k–$14k after Steam's cut $10k–$22k before the cut
from 86 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 Amberial Dreams out and predicted the genre from its 8 similar games. Every figure here, including Amberial Dreams's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 2k–3k
best case 35k (JellyCar Worlds)
Games like Amberial Dreams

The middle of these games

≈ 2k–3k copies

≈ $6k–$16k after Steam's cut

from ~85 reviews

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

1 of your 8 similar games is a hit.

Best case: JellyCar Worlds at ≈ 27k–43k copies, ≈ $58k–$157k 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 50 reviews in their first month; the spread ran 3 to 192.
Under about 100 in month one, almost nothing recovers.
The genre you'd be entering
Your set
Your set clusters on Level Editor (6 of 8) and Precision Platformer (6 of 8).
The winners
Winners here lead with Racing, priced around $11. The breakout hits carry Racing + Sports + Parkour; a typical game here doesn't.
The era
Only 3 of your 8 similar games shipped in the last two years. That says more about your picks than about the market, so add newer similar games to read the timing.
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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Level EditorPhysics

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