CONTROL Resonant Hits 1 Million Sales, but Remedy Wanted More From Europe

CONTROL Resonant's first million includes retail sell-in. Remedy says Europe missed expectations, and paid DLC remains unannounced.

CONTROL Resonant passed one million sales by 15 October, three weeks after its digital launch. It is the fastest-selling game in Remedy Entertainment’s history, yet CEO Jean-Charles Gaudechon had expected stronger results in Europe.

The contrast emerged during the company’s 3 November earnings call. The United States accounted for nearly half of the game’s sales, while France and Germany were absent from its leading-market rankings. Executives also clarified what counts toward the first million, a detail missing from the original sales announcement.

The first million includes discs sold to retailers

The PC, PlayStation 5 and Xbox Series X|S versions launched digitally on 24 September. Physical editions arrived on 15 October.

Asked whether the milestone included discs purchased by customers or stock supplied to stores, chief financial officer Santtu Kallionpää confirmed that physical copies are counted on a sell-in basis.

A disc can therefore count when a retailer buys stock, before a player takes it home. The company provided no breakdown of digital and physical units, or a separate total for discs purchased by consumers. The disclosure does not suggest unusually high unsold inventory. It means the reported million cannot be treated as a verified count of individual buyers.

France and Germany missed the leading sales markets

The US accounted for nearly half of sales by both units and revenue across PC and consoles. Chinese-speaking regions ranked second on PC, followed by the UK. On consoles, the UK and Canada followed the US.

The overall platform split was roughly even between PC and consoles. Close to half of tracked players were also new to the CONTROL franchise, indicating that the sequel was attracting people who hadn’t played its predecessor.

Europe was less encouraging. When asked why France and Germany were missing from the leading markets, Gaudechon acknowledged that he had hoped the region would rank higher. He said the team would examine whether the results reflected the game, the marketing campaign or too much attention paid to other territories.

No European sales target or individual country totals were disclosed.

The launch schedule also drew criticism from management. Gaudechon apologized to players who waited three weeks for a physical copy and said he preferred simultaneous releases. In response to another question, he said the studio would assess whether its exclusive PlayStation advance-access arrangement was worth repeating.

He did not identify either decision as the cause of Europe’s weaker results.

The 226% revenue jump came with substantial costs

Revenue reached €39.6 million during July–September, an increase of 226% from a year earlier. This was company-wide revenue, not CONTROL Resonant’s standalone earnings. The quarter included preorders and only seven days of digital sales. Physical editions arrived after it ended.

Game sales and royalties contributed €35.3 million across the portfolio. Revenue-related partner expenses were €18.9 million, including platform fees and royalties owed to Annapurna Pictures.

The studio reported €0.6 million in operating profit, compared with a €16.4 million loss a year earlier. That earlier loss included a €14.9 million non-cash impairment tied to FBC: Firebreak, making a direct comparison less dramatic than the headline numbers suggest.

Operating cash flow was slightly negative at €0.1 million.

Kallionpää also acknowledged that a significant portion of the sequel’s development investment remained unrecovered at the end of September. Sales since then may have improved that position, but no newer recoupment figure was provided.

Paid DLC has not been announced

Asked whether a paid expansion was planned, Gaudechon declined to commit. The immediate priority is selling the base game to people who remain interested but have not purchased it.

That audience includes 2.4 million outstanding wishlists. The finance chief clarified that buyers have already been deducted from the figure. Those entries represent potential customers, not guaranteed future sales.

Marketing will continue at a lower level in Q4, with promotions among the options being considered. On monetization, Gaudechon said the studio does not intend to introduce microtransactions merely to increase revenue.

Sources: Remedy — Q3 2026 Business Review; Remedy — one-million sales announcement; 3 November earnings-call transcript.