Life is Strange: Reunion
GameBy Deck Nine Games
2 documents in the library are about Life is Strange: Reunion, from writers such as GameDiscoverCo and Square Enix. Each has a summary and key insights with the page they come from.
Connections
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On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue to date
- $3.5M
- Units sold
- 114K
- Last 12 months
- $3.4M
- 110K units
- Price
- $39.99
- Positive reviews
- 89%
- of 5,775 reviews
- Followers
- 20K
- Average playtime
- 14 h
On Steam since Mar 26, 2026 · Developer Deck Nine Games · Publisher Square EnixSteam store page
Documents about Life is Strange: Reunion
Square Enix Holdings Financial Results Briefing: Fiscal Year Ended March 31, 2026
Square Enix achieved a significant pivot toward operational efficiency during the fiscal year ended March 31, 2026, prioritizing high-quality output over sheer volume.
- Square Enix reported FY2026/3 consolidated net sales of ¥297.6 billion and an operating income of ¥54.7 billion, achieving an operating margin of 18.4%, a 5.9 percentage point increase year-on-year.
- The Digital Entertainment segment's HD Games division saw net sales rise to ¥76.5 billion and operating income jump to ¥14.1 billion, driven by the strong performance of 'Life is Strange: Reunion' and 'DRAGON QUEST VII Reimagined'.
- Square Enix is shifting to a multi-platform strategy for HD Games, with plans to release 'FINAL FANTASY VII REBIRTH' on Xbox and Nintendo Switch 2 to expand its total addressable market.
How StarRupture Hit 500k Sales in <2 Weeks
The primary objective of this analysis is to examine the successful early-access launch of the video game StarRupture, which achieved 500,000 sales within its first 11 days on Steam in January 2026.
- StarRupture achieved 500,000 sales on Steam within its first 11 days of early access in January 2026.
- The game reached a peak of 42,000 concurrent users and maintained high engagement with an average playtime exceeding 12 hours.
- Developer Creepy Jar utilized extensive pre-launch playtesting with over 158,000 participants to refine the product and align it with market expectations.
Companies behind it
As the documents state it.
