
The game doesn't copy real life, it surpasses real life. Player is free to do whatever he wants: play on the stock exchange, get an academic degree, blogger, musician, traveler, boxing champion, create a business, find love, make real friends, or get a job for a five-day week, drink and sleep.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Trends
Steam followers (game-group members) tracked daily from when we started recording.
Showing the last 90 days (the review-based charts: the last 4 monthly points). Full history and CSV export come with a free account.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Related
Related
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| approximately $588.8K | 1.4K | 89% | $14.99 | |
| approximately $90.8K | 239 | 75% | $11.99 | |
| approximately $66.2K | 421 | 71% | $7.99 | |
| approximately $871 | 4 | 50% | $6.99 | |
| — | 0 | — | — | |
| approximately $0 | 128 | 85% | Free |