Resident Evil Veronica
Game
14 documents in the library are about Resident Evil Veronica, from writers such as GameDev Reports, GameDiscoverCo and The Game Business. Each has a summary and key insights with the page they come from.
Connections
The documents about Resident Evil Veronica 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
Capcom is positioning the upcoming Resident Evil Veronica remake to capitalize on franchise momentum, with nearly 2 million wishlists already recorded on Steam.
Alinea Analytics, 2026 · Resident Evil: Requiem Performance and Franchise Impact
Capcom’s Resident Evil Veronica generated over 1 million Steam wishlists within one week of its Summer Game Fest announcement.
GameDev Reports, 2026 · Games and Numbers (June 3–16, 2026)
Capcom's 'Resident Evil Veronica' led the new wishlists with 522K, demonstrating strong interest from existing Resident Evil players (55% played RE2 Remake, 53% played RE4 Remake).
Alinea Analytics, 2026 · Summer Game Fest: Steam Wishlist Winners
Documents about Resident Evil Veronica
Resident Evil: Requiem Performance and Franchise Impact
The release of the film Resident Evil: Requiem in September 2026 provides a case study on the efficacy of transmedia marketing in the video game industry.
- Resident Evil Requiem has surpassed $500 million in revenue, making it the fastest-selling title in the franchise's history.
- PlayStation remains the primary platform for Resident Evil Requiem, accounting for 48.1% of its 8.5 million total players.
- Following the release of the Resident Evil film on September 18, daily active users increased across the entire franchise, including a 48% jump for the Resident Evil 2 remake and a 24% increase for the Resident Evil 4 remake.
Games and Numbers: July 29 — August 11, 2026
This bi-weekly industry update provides a comprehensive overview of performance milestones across the PC, console, and mobile gaming sectors for the period of July 29 to August 11, 2026.
- Grand Theft Auto V has surpassed 230 million units sold, maintaining its position as the best-selling title of the past decade, while the entire GTA series has reached nearly 475 million copies sold.
- PlayStation 5 hardware sales have reached 95 million units globally, with digital game sales accounting for 82% of the 66.1 million units sold during the most recent quarter.
- Pokémon GO generated $48.5 million during its 10th-anniversary week, a record-breaking performance that was 5.9 times higher than the previous week's revenue.
Xbox, Amazon and Netflix Try to Make Game Streaming Relevant
Major technology and entertainment firms are currently re-evaluating the role of game streaming as a viable distribution and monetization model.
- Xbox is experimenting with a new ad-supported game streaming model for Xbox Insiders, allowing free streaming of their game library with two minutes of ads before gameplay and hourly, with sessions limited to one hour.
- Amazon has integrated its Luna game streaming service directly into the Prime Video app, enabling Prime members to stream games through the video platform.
- Netflix has launched two significant streaming games: the horror story game Unhinged and a FIFA World Cup game.
What Do Steam Fans Really Think About AI in Games?
This analysis examines the attitudes of core Steam users toward artificial intelligence in video games, while also providing updated estimates for Steam’s global monthly active users (MAU).
- Approximately 31% of Steam players view AI disclosure negatively, with 8% stating they would not purchase a game with AI, indicating significant public apprehension towards AI in games.
- Only 43% of Steam players have no issues with AI disclosure in games, while 26% are neutral, suggesting a mixed but generally cautious reception.
- A significant 56% of Steam players believe that the use of AI coding helpers should be disclosed, despite Valve's current policy not requiring it.
Look, We Have to Talk About Meccha Chameleon
The recent emergence of the multiplayer title Meccha Chameleon serves as a primary case study for analyzing unpredictable viral success in the modern video game industry.
- Meccha Chameleon, a $6 multiplayer 'hide & seek x painting' game from two Japanese indie developers, sold over 10 million copies and grossed over $50 million since its Steam release on June 9th, becoming June's top new PC game.
- The success of Meccha Chameleon is attributed to its existing multiplayer framework (using Unreal Engine and free Epic Online Services for matchmaking), prior experience with 6 Steam games since late 2024, and its bitesized price and clear game concept.
- Meccha Chameleon's appeal to streamers, making it #3 on Twitch with 10.4 million hours watched in the last week, stems from its ability to create memorable, funny, and creative player interactions, acting as a framework for 'playacting'.
How Steam's Personal Calendar Is Supercharging Pre-launch Discovery
Steam’s recent homepage redesign has introduced a Personal Calendar feature that aggregates users’ wishlists and recommended titles into a 30-day view, positioned prominently on the main page.
- Steam's new Personal Calendar feature is driving significant pre-launch wishlist spikes by recommending games based on user playtime profiles rather than just ownership history.
- Solarpunk reported a massive surge in pre-launch discovery following the Steam homepage update, gaining 14,000, 22,000, and 35,000 wishlists over three consecutive days.
- The developer of Vampire Syndicate observed a sustained increase of 2,000–3,000 daily wishlist additions leading up to their June 25th launch, building on a pre-existing base of 65,000 wishlists.
Weekly Gaming Reports Recap: June 15–June 19, 2026
The recap compiles key market movements and developer insights for the week of June 15–19, 2026.
- Niko Partners projects the combined Asia and MENA gaming markets to reach $103.6 billion by 2030, with a 3.1% CAGR, and a player base of 1.99 billion. China, Japan, and South Korea will account for 88.6% of this revenue.
- China's gaming market surpassed $50 billion for the first time in 2025, reaching $51.8 billion (+5.4% YoY), and is expected to grow to $59.8 billion by 2030.
- Rewarded User Acquisition (UA) is widely adopted, with 93% of surveyed developers already spending on it and 61% planning to increase their budgets. Most studios allocate 11-24% of their total UA budget to this method.
Games and Numbers (June 3–16, 2026)
The bi-weekly bulletin delivers a snapshot of recent commercial and engagement milestones across PC, console, mobile, transmedia, platform sales, and industry events for the period June 3–16 2026.
- Summer Game Fest achieved record viewership of 62 million, representing a 23% year-over-year increase.
- The Super Mario Galaxy film reached a $1 billion global gross, highlighting the commercial impact of transmedia adaptations.
- Nintendo Switch 2 unit sales in Japan dropped by 87% following a recent price hike.
What Were the Top Games & Showcases During Summer Game Fest?
The article examines the impact of Summer Game Fest 2026 on game discovery, focusing on livestream viewership, wishlist activity, and platform coverage.
- Summer Game Fest 2026 viewership reached 62 million, a 23% year-over-year increase, with co-streaming driving nearly two-thirds of the total audience.
- Resident Evil: Veronica led all titles with 803,000 new Steam wishlists, followed by Guild Wars 3 (496,000) and Assassin’s Creed 1666: Amsterdam (494,000).
- The main Summer Game Fest showcase generated the highest median wishlist growth per title at 72,000, outperforming PlayStation State of Play (52,000) and Xbox Games Showcase (46,000).
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.
Nevermind, Xbox Says, the Focus Is Back on Consoles
The article examines the resurgence of live gaming events in 2026, noting that attendance and media presence have returned to pre-pandemic levels.
- Xbox is reversing its cross-platform strategy to focus on console exclusives, specifically announcing 'Gears of War' and 'Clockwork Revolution' as platform-locked titles.
- Microsoft’s pivot to exclusives aims to recover consumer trust following a 2025 price hike that resulted in the loss of millions of Game Pass subscribers.
- Live gaming events have fully recovered to pre-pandemic levels, with the June 2026 Summer Game Fest drawing nearly four million concurrent viewers during peak livestreams.
How Project Zomboid Just Kept Selling
Project Zomboid serves as a primary case study for the mechanics of long-term, evergreen success in the PC gaming market.
- Project Zomboid has sold over 15 million units on Steam alone, with a median playtime exceeding 13 hours and an average of over 65 hours, consistently ranking in the Top 50 most-played games by concurrent users.
- Key factors for Project Zomboid's sustained success include its sandbox nature allowing players to customize their experience, a vital and extensive modding scene (with half the dev team being ex-modders), and its high watchability for streamers and YouTubers due to legible in-game events.
- The game benefits from complex in-game progression, permadeath, and social dynamics that generate unique, anecdote-worthy playthroughs, fostering a highly dedicated fanbase with many players logging 1,000 to 5,000+ hours.
Companies behind it
As the documents state it.

