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Dispatch

GameBy AdHoc Studio

17 documents in the library are about Dispatch, from writers such as GameDiscoverCo, Alinea Analytics and The Game Business. Each has a summary and key insights with the page they come from.

Documents
17
newest 19 Aug 2026
Steam revenue
$59.0M
estimate, to date
Sold on Steam
2.7M
units

Connections

The documents about Dispatch 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

On Steam

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

Revenue to date
$59.0M
Units sold
2.7M
Last 12 months
$58.7M
2.6M units
Price
$29.99
Positive reviews
98%
of 185K reviews
Peak players
0
at the same time
Followers
230K
Average playtime
12 h
Revenue by year
YearShare of the best yearRevenueUnits
2025$41.6M1.9M
2026 so far$17.4M792K

On Steam since Oct 22, 2025 · Developer AdHoc StudioSteam store page

Documents about Dispatch

Cover of Arkane Veterans Harvey Smith and Ben Horne Reunite: “We’re Back to the Games We Love”
Article

Arkane Veterans Harvey Smith and Ben Horne Reunite: “We’re Back to the Games We Love”

The formation of Black Pony Immersive, a new studio founded by Arkane veterans Harvey Smith, Ben Horne, and Ricardo Bare, signals a strategic return to the immersive sim genre.

  • Arkane veterans Harvey Smith, Ricardo Bare, and Ben Horne have launched a new independent studio called Black Pony Immersive, which has been operating for one year with a team of 26 people.
  • The new studio has secured funding from an unnamed publisher to develop single-player, narrative-driven, first-person immersive sims in the tradition of Deus Ex and Dishonored.
  • Harvey Smith noted that the original Dishonored project achieved a return on investment of four to five times its total budget, demonstrating the commercial viability of the immersive sim genre.
The Game BusinessAug 2026
Cover of Steam Next Fest's Winners, and Why the Event Might Matter Less Than You Think
Article

Steam Next Fest's Winners, and Why the Event Might Matter Less Than You Think

Steam Next Fest is increasingly viewed as a diminishing tool for independent developers, serving more as a crowded promotional venue than a reliable engine for long-term commercial success.

  • Steam Next Fest primarily amplifies existing demand rather than creating it, benefiting games with strong pre-event momentum and unique concepts, while most of the 4,300 participating demos gain minimal impact.
  • Wishlists generated during Steam Next Fest often have low conversion rates; even strong performers like "Dispatch" and "Ball X Pit" converted only about 25-26% of wishlisters into buyers within three months, with many wishlists representing idle curiosity rather than purchase intent.
  • Demo playtime and demo-to-wishlist attachment rate are better predictors of launch conversion than raw wishlist counts, indicating whether players genuinely liked a game enough to return.
Alinea AnalyticsJun 2026
Cover of The Big Xbox Matthew Ball Interview: “The console market is not dying”
41 min
The Game Business41 min

The Big Xbox Matthew Ball Interview: “The console market is not dying”

The console gaming market remains a robust and durable sector, currently valued between $40 billion and $45 billion.

  • The console gaming market remains a robust sector valued between $40 billion and $45 billion, showing continued growth in global player counts and engagement hours.
  • A supply chain crisis has caused a 30% to 40% undersupply of critical memory components, forcing the industry to navigate significant hardware production headwinds.
  • Xbox is adopting a dual strategy that balances exclusive titles to build brand identity with multi-platform support for major live-service franchises like Call of Duty.
The Game BusinessJun 2026
Cover of The Surprising Percentage of Steam Games Not Actually Bought on the Platform
Article

The Surprising Percentage of Steam Games Not Actually Bought on the Platform

A significant portion of Steam game sales occurs outside the platform, a trend particularly prevalent among high-profile titles.

  • A significant volume of Steam game sales occurs off-platform, with major releases seeing 30% to 45% of their reviews originating from third-party keys rather than direct Steam purchases.
  • The median percentage of off-platform reviews for paid Steam titles grossing over $1 million is approximately 12%.
  • Publishers utilize third-party key retailers to distribute high-profile games, allowing them to increase sales volume while bypassing Steam’s platform transaction fees.
GameDiscoverCoApr 2026
Cover of Interview with Dispatch developer: We were told comedy games don't sell
51 min
The Game Business51 min

Interview with Dispatch developer: We were told comedy games don't sell

The interactive narrative game Dispatch serves as a compelling case study in challenging industry orthodoxy regarding the commercial viability of comedy and narrative-driven titles.

  • Dispatch achieved commercial and critical success with over four million sales and nine BAFTA nominations, despite industry skepticism regarding the viability of comedy-focused narrative games.
  • The studio successfully utilized an episodic release model to maintain high player engagement and completion rates throughout the product's lifecycle.
  • After losing an initial publishing partner, the studio pivoted to self-publishing, using a high-impact trailer at The Game Awards to secure investor confidence and retain creative control.
The Game BusinessMar 2026
Cover of January 2026's Top-Selling New Steam Games Revealed
Article

January 2026's Top-Selling New Steam Games Revealed

The primary objective is to analyze the performance of new video game releases on Steam during January 2026, while providing broader context on industry trends, console hardware, and platform discovery.

  • The extraction shooter ARC Raiders led January 2026 Steam unit sales with 2.1 million copies, while Counter-Strike 2 remained the platform's top revenue generator.
  • New Steam releases saw strong performance from Quarantine Zone: The Last Check (650,000+ units), StarRupture (500,000+ units), and LORT (250,000+ units).
  • PlayStation 5 holiday sales reached 8.1 million units, outperforming the Switch 2 during the same period.
GameDiscoverCoFeb 2026
Cover of Highguard’s Character Conundrum, Valve’s New Lawsuit, and Dispatch Censorship | Games For Breakfast
97 min
Extra Credits97 min

Highguard’s Character Conundrum, Valve’s New Lawsuit, and Dispatch Censorship | Games For Breakfast

The modern gaming landscape is defined by intense market saturation and significant structural instability, as evidenced by the rapid decline of titles like Highguard.

  • Valve is facing a lawsuit in the UK alleging that the company used its dominant position in the PC gaming market to engage in price-fixing, a case that has survived an initial motion to dismiss.
  • The hero shooter 'Highguard' has struggled to gain traction following its launch, hampered by a lack of clear character identity and intense competition from titles like 'Deadlock,' which saw 98,000 concurrent players despite being unreleased.
  • Highguard’s monetization model includes a 'Warbond' style battle pass that allows players to retain and complete content on their own schedule, alongside a commitment to avoid 'pay-to-win' mechanics.
Extra CreditsFeb 2026
Cover of Are a New Breed of Publishers 'Solving' Discovery?
Article

Are a New Breed of Publishers 'Solving' Discovery?

The emergence of a new class of agile, micro-publishers is challenging traditional industry models by prioritizing high-frequency, low-budget releases to navigate the complexities of game discovery.

  • A new class of agile, micro-publishers is shifting industry strategy from large-scale investments to high-frequency, low-budget releases to navigate market discovery.
  • Polden Publishing exemplifies this model, having released six titles since mid-2025 with individual budgets ranging from $50,000 to $150,000.
  • These publishers utilize demo performance as a primary data-driven indicator to identify potential hits, favoring rapid iteration over the traditional reliance on extensive back catalogs.
GameDiscoverCoJan 2026
Cover of Who Won Steam's 'Best of 2025' Revenue Rankings?
Article

Who Won Steam's 'Best of 2025' Revenue Rankings?

This analysis examines the 2025 revenue performance of games on the Steam platform, utilizing official year-end charts to identify market trends and shifts in consumer behavior.

  • Steam revenue rankings are increasingly dominated by new releases, with 31 of the top-grossing titles debuting in 2024 or 2025, up from 24 in 2024.
  • Performance marketing data across $625 million in 2025 digital spend indicates that last-click attribution models fail to capture the full value of upper-funnel activities like YouTube exposure.
  • For paid titles, improving user review scores from mixed to positive significantly increases conversion rates, whereas review sentiment has no measurable impact on free-to-play title performance.
GameDiscoverCoJan 2026
Cover of The Steam Games That Sold the Most Copies Over the Holidays
Article

The Steam Games That Sold the Most Copies Over the Holidays

Steam experienced a record-breaking December in 2025, generating $1.6 billion in gross revenue from over 100 million players.

  • Steam generated $1.6 billion in gross revenue during December 2025, marking a 22.7% increase over December 2024 and surpassing the previous record set in December 2020.
  • ARC Raiders led Steam sales between December 21 and January 4 with 1.2 million copies sold, contributing to the title reaching 12 million total copies sold and 7 million on Steam.
  • Detroit: Become Human shifted 993,000 copies during the holiday period, driven by a record-low price of $4 that helped the title surpass $150 million in total Steam revenue.
Alinea AnalyticsJan 2026
Cover of Indie Projects Generated a Quarter of Total Game Revenue on Steam
Article

Indie Projects Generated a Quarter of Total Game Revenue on Steam

The gaming industry experienced a significant shift in market dynamics throughout 2025, as independent projects secured a substantial portion of total platform earnings.

  • Indie games generated approximately $4.4 billion in revenue on Steam in 2025, accounting for 25% of the platform's total $17.7 billion in game revenue.
  • The top five highest-grossing indie releases of 2025 were Schedule I ($151 million), R.E.P.O. ($147 million), PEAK ($87 million), Hollow Knight: Silksong ($75 million), and Escape from Duckov ($53 million).
  • Five individual indie releases collectively accounted for 3% of all game revenue generated on Steam throughout 2025.
Game World ObserverDec 2025
Cover of When Sequels Work: How Strange Antiquities Hit 100k Sales
Article

When Sequels Work: How Strange Antiquities Hit 100k Sales

The success of the occult puzzle game Strange Antiquities, which achieved over 100,000 units sold across Steam and Switch shortly after launch, serves as a case study for effective sequel development and franchise management.

  • Strange Antiquities achieved over 100,000 units sold by converting 68% of its player base from the predecessor, Strange Horticulture.
  • The title maintained high product quality with a 96% positive review rating on Steam, a 1.9% refund rate, and a median playtime exceeding seven hours.
  • Platform performance skewed heavily toward PC, which accounted for 83% of total sales compared to 17% on the Nintendo Switch.
GameDiscoverCoDec 2025