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Alone in the Dark

Game

4 documents in the library are about Alone in the Dark, from writers such as Game Developers Conference, Stream Hatchet and THQ Nordic. Each has a summary and key insights with the page they come from.

Documents
4
newest 19 Mar 2026
Steam revenue
$4.8M
estimate, 4 games
Sold on Steam
250K
units

Connections

Each row is a game or company named alongside Alone in the Dark, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

On Steam

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

Games on Steam
4
with sales
Revenue to date
$4.8M
all of them
Units sold
250K
GameReleasedShare of the best sellerRevenueUnits
Alone in the Dark2024$3.9M125K
Alone in the Dark (2008)2008$495K80K
Alone in the Dark: Illumination2015$201K13K
Alone in the Dark: The New Nightmare2013$145K32K

Documents about Alone in the Dark

Article

An Ever Resident Evil

The Resident Evil franchise serves as a primary case study for long-term commercial and creative endurance within the video game industry.

  • The Resident Evil franchise has achieved over 183 million total sales across its 30-year history, establishing it as a consistently bankable AAA series.
  • The latest entry, Resident Evil: Requiem, sold 5 million units in its first week, demonstrating the continued commercial viability of the franchise.
  • The publisher maintains long-term relevance by alternating between high-budget remakes and innovative new entries that adapt to contemporary gameplay standards.
Video Games Industry MemoMar 2026
Cover of Alone in the Dark: A Horror Remake Renaissance
Article

Alone in the Dark: A Horror Remake Renaissance

The 2024 remake of Alone in the Dark serves as a case study for the current survival horror renaissance, evaluating the title's performance on streaming platforms against the backdrop of a saturated market.

  • The 2024 'Alone in the Dark' remake generated 1.7 million hours watched across all streaming platforms during its opening week following its March 20 release.
  • The game's viewership significantly trailed top-tier horror remakes like 'Resident Evil 4', which recorded 27 million hours watched in its debut week.
  • Official promotional efforts were a major driver of engagement, with an official Steam stream hosted by Ash Millman accounting for 292,000 hours, or approximately 17% of the game's total opening-week viewership.
Stream HatchetMar 2024
Cover of THQ Nordic Interim Report: 1 January - 30 September 2018
Financial report17 pages

THQ Nordic Interim Report: 1 January - 30 September 2018

THQ Nordic experienced a period of transformative growth during the first nine months of 2018, characterized by aggressive corporate expansion and a substantial increase in operational scale.

  • Net sales for the first nine months of 2018 surged to SEK 2,743 million, a significant increase from the SEK 252 million recorded during the same period in 2017.
  • Third-quarter net sales grew by 1,403% to SEK 1,272.7 million, while EBIT increased by 278% to SEK 90.8 million.
  • The company significantly scaled its operations through the acquisitions of Koch Media and HandyGames, resulting in a portfolio of over 400 products and 55 active development projects.
THQ NordicNov 2018
Cover of Classic Game Postmortem: Alone in the Dark
58 min
Game Developers Conference58 min

Classic Game Postmortem: Alone in the Dark

Alone in the Dark serves as a foundational milestone in the survival horror genre, emerging from an effort to blend 1970s horror cinema aesthetics with pioneering 3D character modeling.

  • Alone in the Dark established the survival horror genre by blending 1970s horror aesthetics with 3D character modeling, prioritizing atmosphere over traditional interface-heavy design.
  • The development team overcame early 1990s hardware constraints by layering 3D polygonal characters over static, pre-rendered backgrounds to ensure consistent performance.
  • A core team of fewer than ten people completed the entire project in under eight months, utilizing a critical three-day planning session to define the narrative framework.
Game Developers ConferenceOct 2018