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Control Sells 2 Million Copies, Helps Remedy Surpass €40 Million in Annual Revenue
Remedy Entertainment has demonstrated significant commercial growth driven by the success of its Control franchise.
- Remedy Entertainment has partnered with Annapurna Pictures to co-finance 50% of the development budget for Control 2, allowing Remedy to retain full IP rights and move toward a self-publishing model.
- Under the agreement, Annapurna receives the rights to produce film, television, and other audiovisual adaptations for both the Control and Alan Wake franchises.
- The original Control game has achieved significant commercial success, surpassing 4 million copies sold and generating over €100 million in net revenue as of early 2024.
Sony Reports Over $8 Billion in Quarterly Revenue, While PS5 Sales Reach 4.5 Million Units
Sony’s gaming division experienced significant financial growth during the third quarter of fiscal year 2020, ending December 31, 2020.
- In Q3 2020, Sony's gaming segment achieved record revenue of $8.4 billion, a 40% year-over-year increase, with operating income rising 50% to $760 million.
- Sony sold 4.5 million PlayStation 5 units in the two months following its launch, despite selling the hardware at a loss at the time.
- As of Q3 2020, Sony reported 47.4 million PlayStation Plus subscribers and 114 million monthly active users on the PlayStation Network.
How Did Rust Make $1 Million in Steam Revenue in a Day - Twice?
The multiplayer survival game Rust achieved a significant commercial milestone in early 2021, generating over $1 million in daily Steam revenue on two separate occasions, years after its initial 2013 launch.
- Rust generated over $1 million in daily Steam revenue on two separate occasions in early 2021, despite having originally launched in 2013.
- The revenue surge was primarily driven by the OfflineTV collective, which hosted a private, streamer-focused server that turned the game into a hub for social interaction and high-profile drama.
- Collaborative, influencer-led environments—often called digital hype houses—can effectively revitalize older titles by shifting the focus from traditional mechanics to player-driven storytelling.
Cyberpunk 2077 Reportedly Sells 15 Million Copies
This analysis covers two distinct industry developments regarding CD Projekt Red, focusing on sales performance and market projections for its major titles.
- As of December 2020, Cyberpunk 2077 reportedly reached 15 million units sold, a figure that includes 8 million pre-orders.
- Reports from 2020 suggested that CD Projekt Red intentionally limited press access to PC versions of Cyberpunk 2077 to mask the poor quality of console versions at launch.
- Following the release of The Witcher 3: Wild Hunt remaster in September 2026, analysts at Erste Securities Polska projected the title would generate between $26 million and $32.5 million by the end of that year.
Genshin Impact Generates Close to $400 Million in First Two Months
Genshin Impact achieved significant commercial success in its initial launch phase, generating approximately $393 million in global mobile revenue during its first two months.
- Genshin Impact generated approximately $393 million in global mobile revenue during its first two months following its September 28, 2020, launch.
- The title averaged over $6 million in daily revenue during its first two months, ranking as the second highest-grossing mobile game worldwide during that period.
- Revenue for the second month reached $148 million, following an initial $245 million generated in the first month.
Genshin Impact Hits Nearly $250 Million in Its First Month
Genshin Impact achieved significant commercial success during its initial month of release, generating approximately $245 million in global player spending between September 28 and October 27, 2020.
- Genshin Impact generated approximately $245 million in global player spending during its first 30 days, making it one of the largest mobile game launches in history.
- The game achieved the highest global revenue of any mobile title between September 28 and October 27, 2020, outperforming established hits like Honor of Kings, PUBG Mobile, and Pokémon GO.
- China was the largest market for the game, contributing $82 million (33.5%) of total revenue, followed by Japan at $59 million (24%) and the U.S. at $45 million (18.3%).
Funded Company Acquired for £23 Million: UK
The acquisition of Sunderland-based developer Coatsink by the Swedish firm Thunderful Group highlights the successful trajectory of UK-based independent game studios supported by early-stage public funding.
- Swedish company Thunderful Group acquired UK-based developer and publisher Coatsink for an upfront consideration of £23 million.
- The acquisition deal includes an earn-out component that could bring the total consideration to a maximum of £65.5 million.
- Coatsink will continue to operate as an independent development studio while functioning as part of the Thunderful Games division.
Genshin Impact Generates $60 Million in First Week as it Becomes World’s No. 2 Grossing Mobile Game
The mobile role-playing game Genshin Impact, developed by miHoYo, achieved significant commercial success during its launch week, generating approximately $60 million in global player spending between September 28 and October 4, 2020.
- Genshin Impact generated approximately $60 million in global player spending across the App Store and Google Play during its first week following its September 28, 2020, launch.
- The title debuted as the world's No. 2 grossing mobile game, trailing only Tencent's Honor of Kings and surpassing PUBG Mobile.
- International markets accounted for 58% of the game's total revenue, with $35 million earned outside of China compared to $25 million within the country.
Candy Crush Friends Saga Hits $200 Million: Franchise Breaks $1 Billion in 2020
The Candy Crush franchise continues to demonstrate significant financial dominance in the mobile gaming sector, with the series surpassing $1 billion in total revenue during the first nine months of 2020.
- The Candy Crush franchise generated over $1 billion in total mobile revenue during the first nine months of 2020.
- Candy Crush Friends Saga surpassed $200 million in lifetime player spending as of September 2020, with approximately $213 million total to date.
- The original Candy Crush Saga remains the franchise's primary revenue driver, contributing more than $720 million in 2020 alone.
PUBG Mobile Generates $500 Million in Just Over Two Months: Races Past $3.5 Billion Lifetime Revenue
PUBG Mobile has solidified its position as a dominant force in the mobile battle royale genre, surpassing $3.5 billion in lifetime player spending as of September 2020.
- PUBG Mobile has surpassed $3.5 billion in lifetime player spending, generating $500 million of that total in just 72 days.
- The game accumulated $1.8 billion in revenue and 198 million downloads during the first eight months of 2020, bolstered by global pandemic lockdowns.
- China is the title's largest revenue market, with the localized version 'Game For Peace' accounting for 53% of total lifetime spending on the Apple App Store.
Pokémon Masters EX Catches $75 Million Player Spending in First Year
Pokémon Masters EX achieved $75 million in global player spending during its first year of operation, establishing itself as the second-highest grossing mobile title within the Pokémon franchise.
- Pokémon Masters EX generated $75 million in player spending during its first year, making it the second-highest grossing mobile title in the Pokémon franchise.
- A major content update and rebranding to Pokémon Masters EX on August 27, 2020, triggered a four-fold increase in weekly revenue to $5.4 million.
- Japan was the primary revenue driver for the title, accounting for $39.3 million or 52.7% of total first-year spending, followed by the U.S. at $17.5 million.
Fireside Chat: Stillfront Group- Growing from $20 Million to $2 Billion Market Capitalisation PGCD#2
Stillfront Group, a prominent player in the global gaming industry, achieved significant growth over a five-year period, expanding its market capitalization from $20 million to over $2 billion.
- Stillfront Group scaled its market capitalization from $20 million to over $2 billion within a five-year period.
- The company maintains a lean central management team of only 14 people while overseeing a network of 14 independent studios.
- The core operational model relies on a decentralized structure that preserves studio autonomy and founder leadership while providing shared resources.