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Control Resonant Pushes Remedy Back Into Profit With One Million Sales

Photo: Remedy Entertainment via GamesIndustry.biz (all rights reserved)Remedy Entertainment's third-quarter revenue jumped 226% to €39.6 million (up from €12.2 million a year earlier) on the back of Control Resonant…

Control Resonant Pushes Remedy Back Into Profit With One Million Sales
Photo: Remedy Entertainment via GamesIndustry.biz (all rights reserved)

Remedy Entertainment's third-quarter revenue jumped 226% to €39.6 million (up from €12.2 million a year earlier) on the back of Control Resonant, GamesIndustry.biz reported. The game launched on 24 September.

Its quarter covers only preorders and the first seven days of sales.

Remedy CEO Jean-Charles Gaudechon described the launch as a defining milestone for the company, as GamesIndustry.biz reported. The studio published its Business Review for January to September on 3 November.

One Million Units and a Return to Profit

Control Resonant is the direct sequel to 2019's Control. VICE outlines the premise: players follow Dylan as he works to reconnect with his sister Jesse while hunting supernaturally corrupted creatures called Resonants.

The physical edition arrived on 15 October, after the reporting period closed. Since then the game has sold more than one million units, making it Remedy's fastest-selling title.

Operating profit for the quarter was €0.6 million, against a €16.4 million loss in the same quarter last year. Over the period as a whole, Remedy still ended in a small loss of €0.1 million.

Where the Money Came From

Game sales and royalties made up €35.3 million of the quarter's revenue, up from €6.0 million. Development fees added €4.3 million, down from €6.1 million.

Those fees came from the Max Payne 1 and 2 remake and the final development-fee accrual for Control Resonant under Remedy's deal with Annapurna Pictures.

Self-publishing now means Remedy carries royalty and platform costs directly. Royalty expenses include Annapurna's share of the game's revenue. Remedy says they will fall once initial investments are recouped.

Depreciation of the game's capitalised development costs began at launch, too. Marketing spend peaked around the same time, backing what the studio calls the largest marketing investment in its history.

Strongest Markets and New Players

The United States accounted for nearly half of all sales on PC and console. On PC, Chinese-speaking regions ranked second and the United Kingdom third. On console the order was the United States, the United Kingdom and Canada, with Brazil making the top three by units.

Remedy's analytics data suggests close to 50% of players were new to Control. Reaching them was a key goal, the studio said. Early results, it added, point to a growing audience for the franchise.

The original Control also benefited. Its sales since the sequel's launch exceeded both the comparison period and the first two quarters of the year, GamesIndustry.biz reported.

Reception and What Comes Next

Control Resonant holds a combined Metacritic rating of 83 and a Metacritic user score of 8.8 out of 10, according to Remedy's report. Steam user reviews sit at 91% positive, and PlayStation 5 players average 4.7 out of 5 (all figures from 2 November).

Players also voted it the top new game of September 2026 in PlayStation's Players' Choice poll.

Outstanding wishlists stand at 2.4 million. Gaudechon said the priority now is getting the game to more players, backed by what he described as a solid foundation for longer-term sales.

The nine-month picture is more modest. Revenue for January to September rose 48.2% to €62.9 million, but the operating result for that period remained a €2.3 million loss. Gaudechon said sales over the rest of the year will define Remedy's 2026 financial year.

The post Control Resonant Pushes Remedy Back Into Profit With One Million Sales appeared first on Stevivor.