How Escape Simulator Sold 2 Million Copies

In its latest newsletter, GameDiscover.co revealed that the unique cooperative PC escape room game Escape Simulator has reached 2 million copies sold. They also provided information about the regions where it was most played and sold. The game is currently available for €15 and has achieved notable collaborations with Portal and Among Us.

Escape Simulator has performed exceptionally well on Steam since its launch in October 2021, thanks in part to aggressive and generous developer support. The developers also provided information on the regional distribution of Escape Simulator. North America accounts for 35% of total copies sold, followed by Asia at 23.3%, Western Europe at 20.4%, Latin America at 6.6%, with the rest of the world making up the remainder.

Why So Few Reviews?

Pine reasonably suggested that it all comes down to the fact that “different genres have different player profiles who are more likely to write a review.” Specifically, since this is a co-op game, many players invite friends who are casual gamers and are unlikely to write an extensive review of the game. The entire DLC roster for Escape Simulator includes three paid DLCs (Steampunk, Wild West, and Magic) priced at €4.99 each, and two free ones with IP licenses (Portal and Among Us).

“We made the DLCs free because our goal is to reach new players. They still need to own the base game to play the free DLC. This doesn’t create additional costs for our existing players but encourages them to return to the game and share their experience,” said Pine Studio. Overall, the impression we get is that the team behind Escape Simulator has created a successful platform for escape room games, meaning they have achieved significant success and are not necessarily focused on aggressively increasing revenue.

A major contributor to this success lies in the Steam Workshop, which allows players to create their own challenges and rooms. Pine Studio concluded that the presence of user-created content encourages them to develop even higher-quality paid DLCs, as they are now faced with competition.

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