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How many copies did Transport INC sell?

Estimated copies sold
≈ 27k–44k
$89k–$238k after Steam's cut $161k–$367k before the cut
from 1k reviews (Mixed)

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 Transport INC out and predicted the genre from its 8 similar games. Every figure here, including Transport INC's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 4k–190k
best case 1.2M (Transport Fever 2)
Games like Transport INC

The middle of these games

≈ 4k–190k copies

≈ $18k–$2.6M after Steam's cut

from ~2k reviews

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

4 of your 8 similar games are hits.

Best case: Transport Fever 2 at ≈ 934k–1.5M copies, ≈ $10.3M–$27.6M after Steam's cut.

What it took to get here
About half the games that made it here had over 101 reviews in their first month; the spread ran 2 to 619.
The genre you'd be entering
Your set
Your set clusters on Transportation (8 of 8) and Simulation (7 of 8).
The winners
Winners here lead with Simulation + Management, priced around $40.
The era
The games you compared span 2018 to 2024, and 2 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 38 for the oldest, then widened into a range; revenue rides on that estimate times price. Source: GameDiscoverCo (2020) and VG Insights (2021).

Similar games

Jeepney Simulator 2
2024
Est. copies
≈ 3k–6k
SteamSpy under 20k
Est. revenue
$8k–$23k after Steam's cut $15k–$35k before the cut
$8.99
137 reviews
Very Positive
SimulationDriving
Derail Valley
2019
Est. copies
≈ 279k–454k
6.3x vs typical
SteamSpy 500k–1M
Est. revenue
$3.1M–$8.3M after Steam's cut $5.6M–$12.7M before the cut
$39.99
10k reviews
Overwhelmingly Positive
Early AccessTrains
Train Sim World® 4
2023
Est. copies
≈ 99k–162k
2.6x vs typical
SteamSpy 50k–100k
Est. revenue
$821k–$2.2M after Steam's cut $1.5M–$3.4M before the cut
$29.99
4k reviews
Mostly Positive
TrainsSimulation
EEP 17 Rail- / Railway Construction and Train Simulation Game
2022
Est. copies
≈ 446–725
SteamSpy under 20k
Est. revenue
$9k–$23k after Steam's cut $16k–$36k before the cut
$69.99
18 reviews
Mixed
Delivery INC
2023
Est. copies
≈ 7k–11k
SteamSpy under 20k
Est. revenue
$28k–$74k after Steam's cut $50k–$115k before the cut
$14.99
271 reviews
Mixed
Real Time TacticsManagement
Transport Fever 2
2019
Est. copies
≈ 934k–1.5M
21x vs typical
SteamSpy 1M–2M
Est. revenue
$10.3M–$27.6M after Steam's cut $18.7M–$42.5M before the cut
$39.99
32k reviews
Very Positive
SimulationStrategy
Mashinky
2018
Est. copies
≈ 86k–139k
1.8x vs typical
SteamSpy 200k–500k
Est. revenue
$588k–$1.6M after Steam's cut $1.1M–$2.4M before the cut
$24.99
3k reviews
Very Positive
Early AccessStrategy
A-Train 9 V5.0 : Japan Train Simulator Ultimate Edition
2024
Est. copies
≈ 893–1k
SteamSpy under 20k
Est. revenue
$10k–$26k after Steam's cut $18k–$41k before the cut
$39.99
36 reviews
Mostly Positive

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