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How many copies did Try To Reach 10 sell?

Estimated copies sold
≈ 546–887
$149–$400 after Steam's cut $270–$615 before the cut
from 22 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 Try To Reach 10 out and predicted the genre from its 8 similar games. Every figure here, including Try To Reach 10's, is estimated from Steam reviews, not self-reported sales.

Copies, estimated from reviews

typical (middle half) 79k–220k
best case 509k (Learn to Fly 3)
Games like Try To Reach 10

The middle of these games

≈ 79k–220k copies

≈ $164k–$625k 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.

Best case: Learn to Fly 3 at ≈ 388k–631k copies.

What it took to get here
About half the games that made it here had over 399 reviews in their first month; the spread ran 58 to 2k.
The genre you'd be entering
Your set
Your set clusters on Puzzle (6 of 8) and Logic (3 of 8).
The winners
Winners here lead with Physics + Simulation.
The era
The games you compared span 2014 to 2024, 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 70 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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BuildingManagement
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3.7x vs typical
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CasualArcade

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