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How many copies did Hack the Core sell?

Estimated copies sold
≈ 1k–2k
from 45 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 Hack the Core out and predicted the genre from its 8 similar games. Every figure here, including Hack the Core's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 493k–823k
best case 2.1M (Emily is Away)
Games like Hack the Core

The middle of these games

≈ 493k–823k copies

≈ $1.7M–$3.6M after Steam's cut

from ~17k 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 Story Rich (4 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: Emily is Away at ≈ 1.6M–2.6M copies.

What it took to get here
About half the games that made it here had over 2k reviews in their first month; the spread ran 2k to 7k.
The genre you'd be entering
Your set
Your set clusters on Story Rich (4 of 8) and Choices Matter (3 of 8).
The winners
Winners here lead with Story Rich + Choices Matter.
The era
The games you compared span 2015 to 2021, 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).

Similar games

Emily is Away
2015
Est. copies
≈ 1.6M–2.6M
1.9x vs typical
SteamSpy 1M–2M
Est. revenue
Free
Free
32k reviews
Very Positive
Free to PlayStory Rich
60 Seconds!
2015
Est. copies
≈ 570k–927k
SteamSpy 500k–1M
Est. revenue
$1.4M–$3.8M after Steam's cut $2.6M–$5.8M before the cut
$8.99
12k reviews
Very Positive
Turn-Based TacticsExploration
60 Seconds! Reatomized
2019
Est. copies
≈ 561k–912k
SteamSpy 1M–2M
Est. revenue
$1.5M–$4.1M after Steam's cut $2.8M–$6.4M before the cut
$9.99
19k reviews
Very Positive
2DChoose Your Own Adventure
Cultist Simulator
2018
Est. copies
≈ 430k–698k
SteamSpy 500k–1M
Est. revenue
$2.4M–$6.4M after Steam's cut $4.3M–$9.8M before the cut
$19.99
14k reviews
Mostly Positive
SimulationChoices Matter
Doki Doki Literature Club Plus!
2021
Est. copies
≈ 798k–1.3M
1.9x vs typical
SteamSpy 500k–1M
Est. revenue
$3.3M–$8.8M after Steam's cut $6.0M–$13.6M before the cut
$14.99
32k reviews
Overwhelmingly Positive
Emily is Away Too
2017
Est. copies
≈ 214k–348k
SteamSpy 200k–500k
Est. revenue
$294k–$791k after Steam's cut $535k–$1.2M before the cut
$4.99
6k reviews
Very Positive
IndieSimulation
Milk outside a bag of milk outside a bag of milk
2021
Est. copies
≈ 553k–898k
SteamSpy 500k–1M
Est. revenue
$1.4M–$3.7M after Steam's cut $2.5M–$5.7M before the cut
$8.99
22k reviews
Overwhelmingly Positive
Monster Prom 2: Monster Camp
2020
Est. copies
≈ 152k–247k
SteamSpy 200k–500k
Est. revenue
$501k–$1.3M after Steam's cut $912k–$2.1M before the cut
$11.99
6k reviews
Overwhelmingly Positive
Dating SimLGBTQ+

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