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Avalanche Studios

CompanySweden

6 documents in the library are about Avalanche Studios, from writers such as Game Developers Conference, Dataspelsbranschen and Game File. Each has a summary and key insights with the page they come from.

Documents
6
newest 23 Dec 2025
Steam revenue
$276.8M
estimate, its games

Connections

The documents about Avalanche Studios on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as publisher
$83.0M
6 games
Revenue as developer
$276.8M
10 games
Units sold
24.7M
as publisher or developer
Headquarters
Sweden

Avalanche Studios’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
Just Cause 3Developer2015$112.2M5.2M
Mad MaxDeveloper2015$74.1M3.2M
theHunter: Call of the Wild™Publisher2017$65.9M5.1M
Just Cause 2Developer2010$51.3M6.0M
RAGE 2Developer2019$19.7M490K
Just Cause 4Developer2018$11.9M623K
Generation Zero®Publisher2019$9.1M496K
Call of the Wild: The Angler™Publisher2022$4.9M229K
Renegade OpsDeveloper2011$3.7M376K
theHunter: PrimalDeveloper and Publisher2014$2.4M173K

Documents about Avalanche Studios

Cover of The Year in Numbers 2025: Year in Review
Article

The Year in Numbers 2025: Year in Review

The Year in Numbers 2025 serves as a comprehensive annual summary of the global video game industry, consolidating key performance metrics and market trends from the 2025 calendar year.

  • The 2025 global video game industry performance was evaluated through a synthesis of financial data, consumer behavior, and media engagement metrics across major regional markets.
  • Global market valuation data was provided by Newzoo, with regional sales performance tracked by Circana for the US, Nielsen GfK for the UK, and Famitsu for Japan.
  • Mobile sector performance, including revenue and download rankings, was sourced from Sensor Tower data.
GamesIndustry.bizDec 2025
Cover of Microsoft Stops Development on Contraband
Article

Microsoft Stops Development on Contraband

Microsoft has officially halted active development on the open-world co-op game Contraband, a project that had been in production for five years.

  • Microsoft has halted active development on 'Contraband,' an open-world co-op game from Avalanche Studios that had been in production for five years.
  • Avalanche Studios confirmed the project is on hold while they evaluate its future, following the removal of the game's official trailer from Xbox's YouTube channel.
  • This decision follows broader workforce reductions at Microsoft, which included cutting 4% of its total employees—approximately 9,000 jobs—and the cancellation of previously announced titles like 'Everwild' and 'Perfect Dark'.
Game FileAug 2025
Cover of Games Industry Layoffs: June 2024
Article

Games Industry Layoffs: June 2024

The global games industry experienced a continued trend of workforce reductions in June 2024, with at least 632 professionals losing their jobs.

  • The games industry has surpassed its 2023 total layoff count of 10,500 in just the first six months of 2024, with approximately 11,000 professionals losing their jobs year-to-date.
  • June 2024 saw at least 632 industry layoffs, contributing to a sustained period of workforce reduction that remains higher than the total losses recorded for the entirety of the previous year.
  • Sumo Group accounted for a significant portion of June's losses by cutting 250 employees and closing its Timbre Games studio.
Game World ObserverJul 2024
Cover of Building a Mixing Sandbox for 'Just Cause 4'
28 min
Game Developers Conference28 min

Building a Mixing Sandbox for 'Just Cause 4'

The development of the audio mix for Just Cause 4 at Avalanche Studios centered on transitioning from a traditional, compression-heavy approach to a modular, system-driven "sandbox" framework.

  • Avalanche Studios transitioned from a dynamics-driven mix in 'Just Cause 3' to a state-based, siloed architecture in 'Just Cause 4' to eliminate audio pumping and CPU-heavy side-chain compression.
  • By implementing granular microstate snapshots for vehicle audio, the team reduced the authoring time for a single vehicle mix from several hours to just a few minutes.
  • The team abandoned traditional side-chaining and compressor-based mixing in favor of a priority-based system that uses game-design parameters to modulate EQ, balance, and spatial imaging in real-time.
Game Developers ConferenceNov 2021
Cover of Diversity and Inclusion Starter Kit
30 min
Game Developers Conference30 min

Diversity and Inclusion Starter Kit

This presentation outlines a framework for establishing sustainable Diversity and Inclusion (D&I) initiatives within small to medium-sized game development studios.

  • Avalanche Studios New York achieved a near-doubling of female hires and a significant increase in the representation of people of color between 2016 and 2018 by implementing a long-term, incremental D&I strategy.
  • Successful D&I initiatives require a dual-track approach that simultaneously fosters an inclusive internal culture and implements structured improvements to recruitment processes.
  • Studios can improve recruitment outcomes by training interviewers to mitigate bias, adopting gender-neutral job descriptions, and expanding outreach to diverse professional and academic organizations.
Game Developers ConferenceFeb 2020
Cover of Spelutvecklarindex: Sweden 2005
Report8 pages

Spelutvecklarindex: Sweden 2005

The Swedish game development industry experienced significant growth and consolidation during 2005, characterized by rising revenues and an expanding workforce despite a reduction in the total number of active firms.

  • The Swedish game industry generated 642 million SEK in total turnover in 2005, marking a 19 percent increase from the previous year.
  • Market concentration is high, with five major studios—Avalanche Studios, EA DICE, Jadestone, Paradox Interactive, and Starbreeze—generating 59 percent of total industry revenue.
  • The industry workforce grew by 14 percent to 812.5 full-time equivalents, though the gender balance remained stagnant with women representing only 15 percent of staff.
DataspelsbranschenNov 2005