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Marvel’s Wolverine became Sony’s most profitable PS5 release in 2026

AuthorEditorial team 19-09-2026, 02:36 92
Marvel’s Wolverine became Sony’s most profitable PS5 release in 2026
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In brief
  • Wolverine sales — 1.9 million copies, revenue $130 million
  • 22.9% of revenue came from physical sales
  • The game outperformed Death Stranding 2 in revenue
  • Growth is expected from X-Men, holidays, and GTA VI

At the end of 2025, Sony introduced the long-awaited action-adventure 'Marvel’s Wolverine', developed by Insomniac Games. Despite mixed reviews and discussions around the level of hints in AAA projects, the game managed to secure a bright commercial start.

According to estimates from the analytics company Alinea Analytics, 1.9 million copies were sold, of which about a million were pre-ordered digitally. The total revenue amounted to approximately $130 million, making 'Wolverine' the sales leader among PlayStation Studios projects this year.

Physical copies accounted for 22.9% of total revenue, while the remaining portion came from digital sales. It is important to note that the figures do not include unsold retail copies, which are typically included in publisher reports as 'sold-in'.

Comparison with other Sony releases

‘Wolverine’ outperformed last year's ‘Death Stranding 2’ in revenue, earning $129 million with 1.8 million copies sold. Other major projects, such as the delivery simulator and cross-platform shooter, lagged behind in both sales and revenue.

Regional dynamics showed a clear advantage for the USA, where the game led sales by a significant margin over other markets. This indicates the high popularity of the character Logan among the American audience.

Analyst Rhys Elliott predicts that the 'financial tail' of 'Wolverine' will be shorter than that of 'Marvel’s Spider-Man', but expects additional momentum from upcoming X-Men games, the holiday season, and increased interest in the new 'GTA VI'. These factors may support sales in the long term.

Criticism related to intrusive prompts and a 'friendly' approach to players has not affected consumer demand: most consumers, according to surveys, do not seek additional clarifications in communities like Reddit, but simply enjoy the gameplay.

For Sony, 'Wolverine' has become a vivid example of the quality it strives for in its exclusives, investing in long-term development (five years) and collaboration with proven studios. The success of the project confirms the effectiveness of a strategy focused on major franchises and a global audience.

Source: StopGame

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