Video game sales performance depends on multiple interconnected factors including market competition, platform exclusivity, and game accessibility, as demonstrated by Sorrow's disappointing 300,000 copy sales in its first two weeks despite strong player engagement metrics (40% playing over 15 hours, 30% over 20 hours), which highlights that high engagement alone cannot compensate for poor market positioning and competitive landscape.
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PlayStation’s “Masterpiece” Is FLOPPING HardAdded:
Hey, the chuddening is here, guys. I The chuddening is absolutely I told y'all I told y'all plenty of times when the chuds speak, you better listen because we are nearly never wrong. Okay, Soros is not doing well, ladies and gentlemen.
It is not doing well. And we tried to tell y'all one of these days y'all gonna listen to the chuds because the chuddening is here. All right, the chuds are coming.
Sorrowos estimated to have only sold 300,000 copies in its first two weeks.
Yikes.
Uh, launch aligned Soros is selling a little slower than Returnal says Alenia Analytics. Holy. And we got multiple sources here. You know what I'm saying?
mo multiple people reporting this for those of you who are coping and trying to act as though we're pulling this out of our asses. So, make sure you like the video, subscribe to to the channel if you um if you're dancing on the grave of um of Sorrow. So, let's get to it. Um so, first person to put this out is Hunter.
That's nextG player that we just read that from them. Also, GameSpot is reporting this. Sorrows may struggle to recoup its budget despite great reviews.
Lord have mercy. IGN PlayStation 5 exclusive Sorrows has sold around 300,000 copies and it's opening Fortnite generating over 22 million in revenue according to I love I love how they tried to put a positive spin on it. It ain't working though. It it it ain't it ain't working though. Uh um anyway uh let's let's go. Uh, Sorrow selling worse than Returnal, analyst estimates, as it competes with Crimson Desert and more, says Games Radar. As a matter of fact, last I checked, uh, Crimson Desert sold what, what, three, four million copies in the first couple days, and it sold 5 million overall. And yet, Sorrowos, a PlayStation exclusive, could only sell 300,000 in two weeks. How pathetic that is. That is pathetic. And you can see all the coping here. You can see all the coping. If you come over here to this post right here, uh well actually it's the same post from Hunter, but under it, this goofball says, "Don't know why y'all keep posting estim estimates from Alenia. They are not accurate at all." I responded to say, "Except they were spot on with Marathon Goofball." And he says, "Link me the Marathon official sale numbers that confirm Alenia's numbers."
And I told him, "Go read Goofball." put up the um I put up the article posted by uh um Paul Tassy who works for Forbes, very reliable source, um who reported that those sales numbers are close to accurate. And he responds, "Go read an official I mean, go read a dictionary and find out what official means, moron." This [ __ ] idiot. You You're not going to get official numbers into the Jesus [ __ ] Christ.
You're not going to get official numbers from anyone, right? No. Like, go go go read up on when games that are sold terribly officially announce their numbers. What a idiot. Anyway, the coping doesn't stop there, though. The coping absolutely does not stop there. Look at MBG. You're seeing reports that Sorrowos only sold 300,000 units in 2 weeks and is struggling. However, the source is Alenia at analytics. This is the same source that claimed Ghost of Yote was selling slower than uh uh Tsushima only to have Sony confirm the opposite.
Holy [ __ ] Look, first of all, they get exposed.
You use the same source in the past to report on Xbox. Now you have a disclaimer because it doesn't fit your narrative. Oh [ __ ] Oh [ __ ] I got Hold on. Hold on. Let me get a good little gobble out of that.
And then this person says they were basically spot on though. Elenia said 2.5 million in three weeks. Guess what you get when you paste that out for four weeks?
2.5. You get 3.3 uh million for the full month.
So So yeah, they was basically spot on.
That's what they put. That's what they put. So So anyway, you got that. We going we going to dive into this article from um uh who is this? Uh VGC. VGC um who talked about this. So, let's go ahead and see what they had to say.
Norwegian firm Alenia Analytics estimates that in the two weeks since its release, Sorrowos has passed 300,000 copies sold and earned more than 22 million in revenue for Sony. The company suggests that given that the game's reported development budget was around 76 million, it may struggle to break even as a result. According to the firm, however, the game's data doesn't point to an entirely negative situation of the players who have bought the game. 40% have played it for more than 15 hours and 30% have played for more than 20 hours. Well, I get that you want to put a positive spin on it, but that means absolutely nothing because this is not a game with microtransactions, right? So, if people were playing a game for 15 hours, 20 hours. If you had microtransactions, you might be able to monetize those pe those people to recoup cost. Unfortunately for you though, this is a $70 uh buy once and that's all you you you know, you get. You know what I'm saying? there's no microtransactions.
Now, maybe later on if you do a uh DLC, uh you do an expansion or something like that, maybe you can recoup that, recoup cost that way, but at the same time, it's going to cost you money to even make that, right? Unless it's already made cuz you cut it out from the original game, which I I suppose you could recoup cost that way if you did that. Uh let's let's keep going. That is pretty impressive engagement for a rogike of this difficulty profile. and uh only two weeks into release. Well, first of all, that's cap because the game has been uh called as easier than Returnal. Okay. Uh um uh that's what Alenia's head of market analysis uh Ree Elliot said, adding that House Mary's decision to make the game more accessible than Returnal has led to more than 20% of players completing the game so far based on trophy data double what Returnal had at this point. This is the silver lining in the data. Sorrows obviously isn't pulling in casual PlayStation owners at the scale Sony and House Marquee might have hoped, but the audience that did show up is playing the hell out of it. I mean, I guess, but they ain't I mean, like, listen, is that going to stop House Marquee from getting shut down?
Cuz Lord knows Sony is trigger happy with shutting down studios. And and for those of you who are saying, "Well, it's already made 22 million. It can make that 76 mill." No, no, no, no, no.
That's not how video games work.
Typically what you make in the first few weeks is you're you're not going to exceed that number by a wide margin over time. So if it's only made 22 million in the first uh 22 million in the first weeks uh and the budget is is uh 76 million. Like if it sold 300 copies in the first two weeks, you're not going to get it to sell another 300 Let me let me bring that back. If if it sold 300,000 copies in the first two weeks, it's not going to just sell 300,000 copies over the next year. That's not what's going to happen. And even if it did, that would only bring it up to obviously 44 thou I mean 44 million. In other words, you're looking at a significant ale here. A significant L. And the reason why and the reason why like I wouldn't consider this to be celebratory, but the simple fact of the matter is for years people have been trying to tell gamers, you don't know what you want. You don't know what you're talking about.
[ __ ] [ __ ] This story, the the negativity surrounding this story was everything gamers don't want. and the sales told you that if the game had nothing but positive um positive headlines, I guarantee you it would have sold more than that. Now, I'm not saying that it would have sold a millie, but it would have sold more than that. A lot of people didn't play this game because they found out it was a cuck simulator. You know what I'm saying? Let's keep reading.
Boop.
That's the audience that recommends uh games to friends, drives organic word of mouth, and converts a at higher rates when the game eventually goes on sale or hits PS+. Elenia's data suggests that Soros is selling a little slower than Returnal did in the same period, despite the PS5 user base now being around 93 million versus 8 million. On first look, that seems rough, but there's a bit more to it. When Returnal hit in 2021, less than five months after the PS5 launch, those early PS5 adopters, the ones who inherently buy a lot of new games at full price, were dying for something to play. That's true. Uh, Returnal was the first big first party PlayStation release since launch, and it made it made amazing use of the unique Dual Sense haptics and spatial audio. Many core PS5 players flocked to uh it almost by default. It's a different story for Sorrows. It's launched not too long after Crimson Desert, Resident Evil, Hades 2, um, uh, Pragmata, and a whole bunch of rad 2026 games. This is more a niche PlayStation Studios game. It was never going to do numbers like God of War or Ghost of Yote. I actually agree with that. He added, "It really is a shame as Sorrowos is a fantastic game and frankly deserves better numbers than this. But 3D bullet hell type games, especially with a $70 price tag, are a tough sale in today's market, particularly without a big IP behind it or a studio that's u recognized outside of the PlayStation hardcore. But there's plenty to love about Sorrows. I'm loving it and so many others. It's also already sold more copies than Marathon on PS5, so there's that." Oh. Oh, damn. Oh, Griff Griff Griff Griff Griff Griff Griff Griff Griff Griff Griff. So, it's so Wait a wait a cotton picking minute now. So, wait, wait, wait, wait, wait, wait, wait, wait, wait. So, Sorrowos has sold more than Marathon on PS5 and we know Marathon sold 1.2 million units, at least according to Alenia Analytics. So that means the entire marathon player base is on PC practically. Practically the entire player base and yet if you go to Steam DB, there's nobody playing that game.
There is nobody playing Marathon right now. As a matter of fact, there's only 10,000 people playing. Let's go and look up Sorrows. How many people are playing?
Oh, that's right. Can't look up SORROWS CUZ NOBODY'S PLAYING IT AND IT'S NOT on PC.
And maybe if you would have released it on PC, you'd have better numbers. You'd have better numbers. But whatever.
Matter of fact, guys, what's the overunder on whether or not they're actually going to release this game on PC now that it's doing terrible on PlayStation?
I bet any amount of number, guys. I bet any amount of money this game releases on PC next year.
Because at that point, your entire point of not releasing stuff on PC is because you felt like the numbers you were gaining were not significant enough to put stuff exclusively on on PlayStation.
So, you decided, nah, [ __ ] it. We're not putting [ __ ] on PC. Well, how do you feel about it now? Because the the people on PlayStation not even buying your game. Maybe, just maybe, PlayStation is you just aren't releasing [ __ ] worth buying.
So, I don't know. Maybe you might want to think about that.
You're not releasing [ __ ] worth buying.
So, hey, y'all let me know what y'all think down in the comments. As always, may the griff be with me. I talk to you.
Oh, [ __ ] you. [ __ ] you. [ __ ] you. [ __ ] you.
You are
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