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How many copies did Neverinth sell?

Estimated copies sold
≈ 27k–44k
$120k–$323k after Steam's cut $218k–$497k 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 Neverinth out and predicted the genre from its 8 similar games. Every figure here, including Neverinth's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 75k–134k
best case 885k (Titan Souls)
Games like Neverinth

The middle of these games

≈ 75k–134k copies

≈ $521k–$775k after Steam's cut

from ~3k 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 Action Roguelike (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: Titan Souls at ≈ 674k–1.1M copies, ≈ $2.8M–$7.5M 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 2k reviews in their first month; the spread ran 614 to 3k.
The genre you'd be entering
Your set
Your set clusters on Action Roguelike (4 of 8) and Rogue-lite (4 of 8).
The winners
Winners here lead with Souls-like + Boss Rush, priced around $15. The breakout hits carry Singleplayer; a typical game here doesn't.
The era
The games you compared span 2015 to 2025, and 1 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 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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