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Mega Man

Game

9 documents in the library are about Mega Man, from writers such as Capcom, GameDiscoverCo and Extra Credits. Each has a summary and key insights with the page they come from.

Documents
9
newest 10 Apr 2026
Steam revenue
$14.7M
estimate, 9 games
Sold on Steam
990K
units

Connections

The documents about Mega Man 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.

Games on Steam
9
with sales
Revenue to date
$14.7M
all of them
Units sold
990K
GameReleasedShare of the best sellerRevenueUnits
Mega Man 112018$3.6M186K
Mega Man Legacy Collection2015$3.1M307K
Mega Man Zero/ZX Legacy Collection2020$1.6M85K
Mega Man X Legacy Collection2018$1.4M106K
Mega Man Battle Network Legacy Collection Vol. 12023$1.3M47K
Mega Man Legacy Collection 22017$1.2M111K
MEGA MAN X DiVE Offline2023$1.1M60K
Mega Man X Legacy Collection 22018$938K71K
Mega Man Battle Network Legacy Collection Vol. 22023$494K18K

Documents about Mega Man

Cover of Let's look at PC Games Magazine Issue from June 1996
76 min
How To Market A Game76 min

Let's look at PC Games Magazine Issue from June 1996

The PC gaming landscape of 1996 established a distinct cultural and design identity that continues to underpin the modern Steam ecosystem.

  • PC gaming success is driven by a consistent preference for depth, narrative complexity, and mechanical agency, which distinguishes the platform from console-centric design philosophies.
  • Sports titles were a dominant market force in 1996, accounting for nearly 30% of total PC game sales.
  • The mid-90s PC market was defined by the dominance of strategy, simulation, and mystery-based narrative genres, which remain foundational pillars of the modern Steam ecosystem.
How To Market A GameApr 2026
Cover of If You Want To Make Games, Don't Make This Mistake
31 min
Thomas Brush31 min

If You Want To Make Games, Don't Make This Mistake

The primary driver of negative reception on platforms like Steam is a fundamental misalignment between player expectations and the actual gameplay experience.

  • Negative reception on platforms like Steam is primarily driven by a misalignment between marketing materials and the actual gameplay experience.
  • Developers must ensure that trailers and store pages accurately represent the game's genre and core content to avoid player dissatisfaction.
  • Pricing functions as a critical signal of perceived value, requiring developers to ensure the final product quality and technical optimization match the price point.
Thomas BrushOct 2025
Cover of Finding Inspiration and Planning Luck: A Story of a Solo Dev-Dad of Color
33 min
Game Developers Conference33 min

Finding Inspiration and Planning Luck: A Story of a Solo Dev-Dad of Color

The development of Protodroid DeLTA serves as a case study for the viability of solo game creation when balanced against the demands of professional life and fatherhood.

  • Solo developers can mitigate the risks of independent game creation by using an iterative development process that aligns ambitious design goals with the practical constraints of limited time and resources.
  • Success in the competitive gaming industry is best achieved by treating networking, recruitment, and outreach as statistical probabilities to manufacture opportunities for partnerships and publishing deals.
  • Sustaining a multi-year development cycle while balancing professional and family responsibilities requires a disciplined schedule of working nights, weekends, and vacation time fueled by a clear personal mission.
Game Developers ConferenceJul 2023
Article

Jedi Survivor: Performance and Sales Analysis

Star Wars Jedi: Survivor dominated the global gaming market during its late April 2023 launch, securing the top position on PlayStation 5 and the Epic Games Store.

  • Star Wars Jedi: Survivor achieved top-tier commercial status on PlayStation 5 and the Epic Games Store at its April 2023 launch, despite receiving 'Mostly Negative' Steam reviews due to technical optimization issues.
  • The PC version of Jedi: Survivor struggled with stuttering and low framerates on high-end hardware, reaching 44,000 concurrent users (CCU) while highlighting a broader industry trend of instability in next-gen console ports.
  • Indie titles Roots of Pacha and Shadows of Doubt successfully launched in early 2023, both exceeding 3,500 CCU on Steam with 'Very Positive' user reception.
GameDiscoverCoApr 2023
Article

Wildfrost, Boundary Go Big in Their Launch Week

This analysis evaluates the commercial performance and market trends of video games during the mid-April 2023 period, focusing on Steam debuts, upcoming releases, and cross-platform console charts.

  • Boundary achieved a strong Steam debut of 25,000 concurrent users (CCU), significantly bolstered by the Chinese market.
  • Wartales reached 16,700 CCU during its 1.0 launch, while Wildfrost hit 5,800 CCU and is projected to sell over 100,000 units in its first week despite mixed reviews.
  • Minecraft Legends leads upcoming Steam releases with over 13,700 followers, outpacing Survival: Fountain of Youth and Coffee Talk Episode 2.
GameDiscoverCoApr 2023
Cover of Capcom Consolidated Financial Results for the 9 Months of the Fiscal Year Ending March 31, 2019
Financial report13 pages

Capcom Consolidated Financial Results for the 9 Months of the Fiscal Year Ending March 31, 2019

Capcom’s consolidated financial results for the nine-month period ending December 31, 2018, demonstrate significant growth driven primarily by the strong performance of its Digital Contents segment.

  • Capcom reported significant growth for the nine months ending December 31, 2018, with net sales rising 28.3% to 61,270 million yen and net income increasing 106.8% to 9,180 million yen.
  • The Digital Contents segment drove performance with 47,855 million yen in sales, bolstered by Monster Hunter: World exceeding 10 million units shipped and the release of Mega Man 11.
  • Operating income surged 92.0% to 13,461 million yen, largely due to the high-margin success of digital titles and global branding initiatives.
CapcomFeb 2019
Cover of Games You Might Not Have Tried - ep 15 - September 2018 Edition - Extra Credits
9 min
Extra Credits9 min

Games You Might Not Have Tried - ep 15 - September 2018 Edition - Extra Credits

The September 2018 edition of the series Games You Might Not Have Tried focuses on highlighting unique, quirky, or mechanically interesting titles that offer value to players and designers alike.

  • The Painscreek Killings demonstrates that effective murder mystery design relies on genuine player deduction rather than relying on guided quest markers.
  • Yoku’s Island Express serves as a successful case study for blending disparate genres by integrating pinball mechanics into a Metroidvania-style progression system.
  • 20XX illustrates how roguelike elements can be effectively applied to established action-platformer formulas like Mega Man to create new gameplay loops.
Extra CreditsSep 2018
Cover of Company Profile: May 2005
Presentation43 pages

Company Profile: May 2005

Capcom concluded the fiscal year ending March 31, 2005, with robust financial results, reporting net sales of 65.8 billion yen and an operating income of 7.7 billion yen.

  • Capcom reported fiscal year 2005 net sales of 65.8 billion yen and an operating income of 7.7 billion yen, driven by Resident Evil 4, Mega Man, and the pachislo LCD business.
  • The company projects net sales of 70 billion yen for the 2006 fiscal year, despite acknowledging volatility in the hit-driven home console market.
  • Capcom is targeting a global sales distribution ratio of 2:5:3 across Japan, North America, and Europe to mitigate the maturity of the domestic Japanese market.
CapcomMay 2005
Cover of Capcom Business Divisional Strategies and Projections: Year Ending March 31, 2008
Financial report35 pages

Capcom Business Divisional Strategies and Projections: Year Ending March 31, 2008

The business strategy for the fiscal year ending March 31, 2008, focuses on leveraging core intellectual properties across multiple platforms and business segments to ensure sustainable growth.

  • Capcom projects net sales of 78 billion yen and an operating income of 10 billion yen for the fiscal year ending March 31, 2008.
  • The company is shifting toward a diversified business model that integrates home video games with arcade operations, mobile content, and pachinko/pachislo to maximize the value of franchises like Resident Evil, Mega Man, and Monster Hunter.
  • To offset a projected revenue decline in the home video game segment caused by a lighter release schedule, Capcom is prioritizing growth in arcade operations and content expansion.
Capcom