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Duke Nukem Forever

GameBy Gearbox Publishing

5 documents in the library are about Duke Nukem Forever, from writers such as Take-Two Interactive and Game Studio Unlocked. Each has a summary and key insights with the page they come from.

Documents
5
newest 16 Jun 2026
Steam revenue
$15.0M
estimate, to date
Sold on Steam
1.2M
units

Connections

The documents about Duke Nukem Forever 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 to date
$15.0M
Units sold
1.2M
Last 12 months
$260K
25K units
Price
$19.99
Positive reviews
69%
of 12K reviews
Peak players
13K
at the same time
Followers
14K
Average playtime
9 h
Revenue by year
YearShare of the best yearRevenueUnits
2019$776K69K
2020$635K48K
2021$450K45K
2022$423K39K
2023$447K35K
2024$413K36K
2025$353K33K
2026 so far$204K20K

On Steam since Jun 13, 2011 · Developer Gearbox Publishing · Publisher 2KSteam store page

Documents about Duke Nukem Forever

Cover of Canceling a Game in Production
Article

Canceling a Game in Production

The decision to cancel a game during production represents a critical strategic pivot that requires balancing objective performance metrics against the psychological biases inherent in creative development.

  • Game cancellations typically occur due to external factors like investor pull-outs or funding collapse, or internal issues such as consistently negative playtest results, mismanagement of funds, or an inability to make the game good with existing resources.
  • Projects often persist longer than they should due to escalation of commitment (sunk cost fallacy), the IKEA effect (overvaluing self-built items), social cohesion (fear of being seen as disloyal), and a lack of consistent gameplay feedback.
  • To mitigate cancellation risks, studios should define clear 'pass' and 'fail' conditions for playtests, assess the path forward with current team and resources, monitor team belief, and establish a financial floor for winding down.
Game Studio UnlockedJun 2026
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 FY2013

Take-Two Interactive’s financial performance for the first quarter of fiscal year 2013 reflects a period of transition characterized by a decline in net revenue and a widened net loss.

  • As of June 30, 2012, Take-Two held $250.3 million in capitalized software development costs and licenses for titles that had not yet been released, down from $313.1 million at the end of March 2012.
  • The company maintained compliance with all covenants regarding its outstanding debt, including 4.375% Convertible Notes and 1.75% Convertible Notes, as of June 30, 2012.
  • Key upcoming titles in the product pipeline as of August 2012 included Borderlands 2, NBA 2K13, XCOM: Enemy Unknown, BioShock Infinite, and Grand Theft Auto V.
Take-Two InteractiveAug 2012
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 FY2012

Take-Two Interactive’s financial performance for the first quarter of fiscal year 2012 reflects a transitional period characterized by a net loss of $8.7 million, a significant decline from the $26.3 million net income reported during the same period in the previous year.

  • Take-Two reported a net loss of $8.7 million for the quarter ended June 30, 2011, a decline from the $26.3 million net income recorded in the same period of the prior year.
  • The company completed the sale of its 'Jack of all Games' distribution business to SYNNEX Corporation for a final net purchase price of $35.775 million, allowing the firm to focus exclusively on its publishing operations.
  • As of June 30, 2011, Take-Two held $223.357 million in capitalized software development costs and licenses for titles that had not yet been released.
Take-Two InteractiveAug 2011
Financial report1 page

Take-Two Interactive Form 10-Q: Q1 Fiscal Year 2005

Take-Two Interactive’s financial position during the first half of fiscal year 2004 reflects a period of significant transition characterized by a 74% decline in net income to $17.2 million.

  • Take-Two reported a net loss of $14.58 million for the quarter ended April 30, 2004, a significant decline from the $14.62 million net income recorded in the same period of 2003.
  • The decline in quarterly net sales was driven by an unfavorable comparison to the prior year's strong performance of 'Grand Theft Auto: Vice City' and 'Midnight Club 2', alongside a shift toward lower-priced catalog products.
  • In May 2004, the company signed a letter of intent to co-publish and exclusively distribute SEGA’s ESPN sports franchise properties, including NFL, NBA, and MLB titles, over a three-year period.
Take-Two InteractiveJun 2004
Financial report1 page

Take-Two Interactive Form 10-Q: Q2 FY2004

Take-Two Interactive experienced significant financial expansion during the nine-month period ending July 31, 2003, characterized by a 31.8 percent increase in net sales to $758.6 million.

  • Take-Two recorded a $7.89 million impairment charge during the first nine months of fiscal 2003 related to products in development, specifically citing continued delays and projected cash flow concerns for Duke Nukem Forever and its sequel.
  • Cost of sales for the nine months ended July 31, 2003, rose by $96.53 million (26.5%) to $460.32 million, though the cost of sales as a percentage of net sales improved to 60.7% from 63.2% in the prior year period.
  • The company consolidated its distribution business in January 2003 by closing warehouse operations in Ottawa, Illinois, and College Point, New York, shifting those operations to its Jack of All Games facility in Ohio.
Take-Two InteractiveSep 2003