FromSoftware
CompanyJapan
35 documents in the library are about FromSoftware, from writers such as Kadokawa Corporation, The Game Business and Game World Observer. Each has a summary and key insights with the page they come from.
- Articles
- 18
Connections
The documents about FromSoftware 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.
Key figures from the reports
The Game segment, anchored by FromSoftware, saw an 11.6% revenue decline as the new title 'Elden Ring Nightreign' failed to match the high revenue baseline set by the previous year's 'Elden Ring' expansion and repeat sales.
Kadokawa Corporation, 2026 · Kadokawa Q3 FY2026 Financial Results (Japanese GAAP), p. 4
Bandai Namco’s recent commercial success is anchored by FromSoftware titles, with the original Elden Ring exceeding 30 million units sold, the Shadow of the Erdtree expansion reaching 10 million, and the spin-off Elden Ring: Nightreign selling 5 million units.
The Game Business, 2025 · Life beyond Elden Ring: What’s Next for Bandai Namco Entertainment
FromSoftware remains the dominant force in the genre, with Elden Ring generating 210 million hours watched in its first 30 days and Sekiro: Shadows Die Twice generating 39 million.
Stream Hatchet, 2025 · Souls-likes Dominating on Live Streaming
FromSoftware is a significant asset for Kadokawa, accounting for over 60% of the parent company's total video game sales in the fiscal year ending March 31, 2024.
Game World Observer, 2024 · Sony Reportedly in Talks to Acquire Kadokawa
Gaming remains a bright spot, with FromSoftware's 'ELDEN RING NIGHTREIGN' performing well beyond initial expectations, contributing to a 7.7% increase in segment sales compared to initial forecasts.
Kadokawa Corporation, 2025 · Kadokawa Earnings Results Briefing: 2nd Quarter Ended September 30, 2025
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue as publisher
- $2.12B
- 8 games
- Revenue as developer
- $2.16B
- 14 games
- Units sold
- 56.2M
- as publisher or developer
- Headquarters
- Japan
FromSoftware’s best-selling games on Steam
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| ELDEN RINGDeveloper and Publisher | 2022 | $965.6M | 20.6M | |
| DARK SOULS™ IIIDeveloper and Publisher | 2016 | $378.8M | 9.5M | |
| Sekiro™: Shadows Die TwiceDeveloper and Publisher | 2019 | $267.2M | 6.3M | |
| ELDEN RING NIGHTREIGNDeveloper and Publisher | 2025 | $137.8M | 4.4M | |
| ARMORED CORE™ VI FIRES OF RUBICON™Developer and Publisher | 2023 | $121.3M | 2.6M | |
| DARK SOULS™ II: Scholar of the First SinDeveloper and Publisher | 2015 | $110.5M | 4.4M | |
| DARK SOULS™: REMASTEREDDeveloper and Publisher | 2018 | $96.2M | 3.3M | |
| DARK SOULS™: Prepare To Die EditionDeveloper | 2012 | $41.5M | 3.6M | |
| DARK SOULS™ IIDeveloper and Publisher | 2014 | $40.0M | 1.6M | |
| Metal Wolf Chaos XDDeveloper | 2019 | $439K | 24K |
Documents about FromSoftware
Tencent’s bid to create the next FromSoftware and Larian
Tencent Games, through its Interactive Entertainment and Game Global (IEG) division, is actively pursuing a long-term strategy to cultivate category-leading game studios capable of achieving the global success seen by developers like FromSoftware and Larian.
- Tencent is shifting its global strategy to cultivate category-leading studios capable of producing high-quality console and PC titles, modeled after the success of FromSoftware and Larian.
- The company currently manages approximately 20 studios worldwide, utilizing a 'long game' approach that prioritizes creative autonomy and operational support over rigid corporate oversight.
- Tencent is leveraging the global success of Chinese-developed titles like Black Myth: Wukong to bridge the gap between its traditional mobile-centric expertise and the high-end console market.
Tencent’s Bid to Create the Next FromSoftware and Larian
Tencent is actively shifting its global strategy to cultivate high-quality, genre-defining studios capable of achieving the same long-term success as industry leaders like FromSoftware and Larian.
- Tencent is prioritizing a long-term investment strategy for its international studios, aiming to replicate the success of FromSoftware and Larian by supporting developers as they iterate on specific genres over multiple titles.
- Tencent oversees approximately 20 international studios and provides support for various global investments, with a focus on identifying and fostering high-quality talent capable of becoming category leaders.
- Tencent is advising its studios to maintain smaller, core teams during the early concept and pre-production phases of development, scaling up with internal or outsourced teams only after the creative vision is proven.
Panel: The Current State Of AI In Games.
Artificial intelligence functions primarily as a transformative tool designed to augment human creativity and operational efficiency within the gaming industry rather than serving as a replacement for developers.
- AI is currently in a testing and prototyping phase for game development, with the technology evolving so rapidly that tools are being superseded by competitors in less than a month.
- Mobile gaming is adopting generative AI more aggressively than the console and PC sectors, primarily driven by the need for rapid experimentation in ad networks and monetization models.
- AI tools are effectively streamlining development workflows by removing repetitive tasks, with industry leaders calculating ROI based on the ability of tools like Claude to save significant developer hours.
June 2026's Top New PC & Console Games
This analysis provides a comprehensive overview of the video game market for June 2026, focusing on sales performance, platform trends, and discovery metrics across PC and console ecosystems.
- Sony will end physical disc production for new PlayStation games in January 2028, impacting third-party publishers and disc rental services, and increasing the importance of Switch as a physical format.
- June 2026 was a quiet month for top-grossing new Steam releases, with only two games exceeding $10 million in revenue compared to six in May 2026, likely due to release shifts around Next Fest and the Summer Sale.
- Meccha Chameleon, a $6 multiplayer game, was the breakout new title in June 2026, selling 11.5 million copies and significantly outperforming other new releases.
Why did PlayStation buy Bungie in the first place?
The acquisition of Bungie by PlayStation for $3.6 billion in 2022 serves as a case study in the challenges of pivoting toward a live-service business model.
- PlayStation acquired Bungie for $3.6 billion in 2022 to accelerate its transition into the live-service market, but the strategy has resulted in approximately 700 layoffs and underwhelming performance for projects like Marathon.
- The console market is experiencing a period of stagnation, with U.S. hardware unit sales hitting record lows for both PlayStation and Xbox due to rising component costs and repeated price hikes.
- U.S. gaming revenue showed only a marginal 1% year-over-year increase in May, reflecting a broader cooling trend as consumers delay spending while anticipating the next generation of consoles expected in 2028.
World Cup Fever and GTA 6 FAQs
The gaming industry is currently experiencing significant shifts driven by major events and strategic pricing decisions.
- Grand Theft Auto VI (GTA 6) pre-orders have opened with a standard price of $80 ($100 for the Ultimate Edition), and physical copies will be discless, effectively making it digital-only at launch.
- Rockstar opted for an $80 base price for GTA 6 to maximize its audience, recognizing that the primary revenue driver is GTA Online, and a higher price would deter price-sensitive players, especially those migrating from GTA 5.
- The decision to go discless for GTA 6 physical copies aims to eliminate the second-hand market, prevent pre-release leaks, and improve cash flow and forecasting through digital pre-orders.
Tencent May Sell Its Stake in Several Japanese Studios
Tencent is currently reevaluating its investment portfolio within the Japanese gaming market, with reports indicating a potential divestment from several studios.
- Tencent is in talks to divest from several Japanese studios, including Marvelous, as it evaluates the synergy and revenue performance of its portfolio holdings.
- While potentially exiting some investments, Tencent intends to maintain its stakes in PlatinumGames and FromSoftware and remains committed to a long-term presence in the Japanese market.
- Tencent led an $18 million funding round for W4 Games to accelerate the development of corporate solutions for the Godot engine.
Can PlayStation’s Housemarque Repeat the FromSoftware Story?
The Finnish developer Housemarque is currently navigating a strategic transition following its 2021 acquisition by Sony, aiming to evolve from a niche creator of challenging, high-intensity action games into a more prominent fixture within the PlayStation first-party ecosystem.
- Housemarque, a PlayStation first-party studio, released its new IP, Saros, in April 2026. Saros is described as a challenging, uncompromising third-person, bullet hell, action game with roguelite elements, similar to their previous game, Returnal.
- Housemarque aims to emulate FromSoftware's success by building a dedicated fanbase for their niche, hardcore games through continued 'education' of the market, despite not expecting to reach the same scale.
- Housemarque has significantly grown its team from 40-50 employees around the 2017 release of Nex Machina to nearly 120 employees currently, all focused on one game.
Can PlayStation’s Housemarque repeat the FromSoftware story?
Housemarque is currently navigating a strategic evolution as a first-party PlayStation studio, aiming to elevate its historically niche, arcade-inspired design philosophy into the realm of major, top-tier gaming franchises.
- Housemarque is transitioning from a niche arcade developer to a major first-party PlayStation studio by scaling its high-intensity, flow-state gameplay for a broader, mainstream audience.
- The studio currently employs approximately 120 people and is leveraging Sony’s internal resources, user testing, and collaborative infrastructure to support this growth.
- Housemarque aims to replicate the success trajectories of established studios like Naughty Dog and Insomniac Games by treating new intellectual properties as long-term foundations for player engagement.
Pointless
The closure of Bluepoint Games by Sony in February 2026 marks the end of a studio widely regarded as the industry leader in remakes and remasters.
- Sony announced the closure of Bluepoint Games, effective March 2026, ending the studio's tenure as a PlayStation subsidiary after its 2021 acquisition.
- Bluepoint Games, which employed approximately 70 staff, released no original titles during its four-and-a-half years under Sony ownership, following the cancellation of a live-service project set in the God of War universe in early 2025.
- The studio's final credits include its 2020 PS5 launch remake of Demon's Souls and a support role on Sony Santa Monica’s God of War: Ragnarok.
Kadokawa Q3 FY2026 Financial Results (Japanese GAAP)
This financial report details the consolidated results for KADOKAWA Corporation during the first nine months of the fiscal year ending March 31, 2026, covering the period from April 1, 2025, to December 31, 2025.
- Kadokawa’s operating profit plummeted 59.7% to 6.3 billion yen for the first nine months of FY2026, while net income fell 70.0% to 2.2 billion yen on net sales of 202.9 billion yen.
- The Publication and IP segment experienced a 90.2% decline in operating profit, driven by rising personnel costs and a lack of major domestic hits, despite growth in U.S. and Asian markets.
- The Animation and Live-Action segment shifted to an operating loss of 904 million yen due to a reliance on new, less established titles compared to the previous year's major successes.
Life beyond Elden Ring: What’s Next for Bandai Namco Entertainment
This analysis examines the strategic direction of Bandai Namco Entertainment through an interview with CEO and President Nao Udagawa.
- Bandai Namco’s recent commercial success is anchored by FromSoftware titles, with the original Elden Ring exceeding 30 million units sold, the Shadow of the Erdtree expansion reaching 10 million, and the spin-off Elden Ring: Nightreign selling 5 million units.
- Dragon Ball: Sparking! Zero has become the third best-selling game in Bandai Namco’s US history, achieving 5 million global sales since its 2024 release.
- CEO Nao Udagawa announced a strategic pivot to expand internal development capabilities to create games based on Bandai Namco’s own intellectual properties, rather than relying primarily on third-party partnerships.


