God of War: Ghost of Sparta
Game
2 documents in the library are about God of War: Ghost of Sparta, from writers such as Alinea Analytics and The Game Business. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside God of War: Ghost of Sparta, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about God of War: Ghost of Sparta
Saros: Sales Performance and Industry Estimates
Housemarque's PS5 exclusive Saros, which launched on 30 April 2026 after an advanced access period beginning two days earlier, has sold more than 300,000 copies and generated over $22 million in revenue in its first two weeks, according to Alinea Analytics estimates.
- Saros, Sony's first big 2026 exclusive from Housemarque, sold over 300,000 copies and generated over $22 million in revenue in its first two weeks since launching on April 30th on PS5.
- Despite a PS5 install base of 93 million, Saros sold slower than Returnal did at its launch when the PS5 install base was only 8 million, indicating a lukewarm start for the niche title.
- The PlayStation hardcore audience is driving Saros' sales, with 56% of players having previously played Ghost of Yotei (Oct 2025), 37% Death Stranding 2 (June 2025), 11% God of War: Ghost of Sparta (Feb 2026), and 8% Marathon (early March 2026).
Ru Weerasuriya Looks Back at Ready at Dawn’s History and Discusses His New Studio: Atlantis
Ru Weerasuriya, co-founder of the former studio Ready at Dawn, reflects on his career trajectory, the closure of his previous company under Meta, and the launch of his new venture, Atlantis Studio.
- Ru Weerasuriya, co-founder of Ready at Dawn, argues that the VR industry is currently failing to innovate because developers are prioritizing short-term player demands over pushing the boundaries of what the technology can achieve.
- Ready at Dawn was acquired by Meta in 2020 to focus on long-term VR innovation, but the studio was shut down four years later due to a lack of alignment between the studio's creative DNA and Meta’s shifting strategic priorities.
- Development of the 2015 title 'The Order: 1886' was constrained by a three-and-a-half-year development cycle, leading to the removal of 30% of the game's content and the cancellation of a functional multiplayer mode to meet release deadlines.
Companies behind it
As the documents state it.