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How well have past GOTY winners sold?
We’re less than two months away from 2026’s The Game Awards, and what a year it’s been for fantastic games, including Resident Evil Requiem, Forza Horizon 6, Slay the Spire II, the Blood of Dawnwalker, and Control Resonant – just to name a few. So as we approach the end of the year, we thought we’d look back on our estimates for the GOTY winners of the past four years. In terms of revenue, Elden Ring (2022 winner), Baldur’s Gate 3 (2023), Astro Bot (2024), and Expedition 33 (2025) have generated a combined $3.8B via 73M copies sold: Let’s have a look, then. Elden Ring has generated $2B in revenue Elden Ring is a phenomenon in every sense. It’s sold a whopping 36.4M copies across Steam (50%), PS5 (35%), and Xbox (15% across console and PC). Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Elden Ring also just passed an astronomical milestone: $2B in revenue. While PlayStation and Xbox account for half of Elden Ring’s copies sold across these three platforms, they account for 57.5% of revenue. This – as ever – is due to regional pricing and the higher relative share of PC gamers in lower-priced markets. For example, around 17.4% of Elden Ring’s Steam copies sold were in China, where the game costs about 26% less than the price in the States. There’s an … interesting narrative going around these days that console gamers are only interested in ball-and-gun games and have the patience for little else. Well, Elden Ring’s impressive sales prove that is simply not true, and across all platforms. What’s more, over 9.8M people have played Elden Ring for over 100 hours, with nearly 3.5M people getting all of the achievements and trophies. For reference, 10.9% of Elden Ring’s PlayStation players have the platinum trophy, while 10.5% of players on Steam and 3.9% of Xbox players unlocked all the achievements. Git gud, Xbox players! Of the 1.5M people who played Elden Ring on PlayStation last month, 4% also played Dark Souls 3 last month, 4% played Bloodborne, and 3% played Sekiro. There’s those Soulsborne diehards for you. By many accounts, including my own, Elden Ring is one of the best games of all time. It’s an evergreen seller that will continue to be a cash cow for Bandai and FromSoftware for years to come. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Elden Ring has sold another 2M copies across Steam, PlayStation, and Xbox this year, generating almost $110M. This means it’s outperforming many of this year’s high-profile releases. Even Elden Ring’s standalone run-based PvE spinoff, 2025’s Nightreign, has sold 7.8M copies and generated $282M in revenue. Baldur’s Gate 3 is another billion-dollar-plus banger Another cross-platform phenomenon is Baldur’s Gate 3, which has sold 23.2M copies and generated over $1.2B in revenue. About 18.7M of these copies (80.6%) are via Steam, 2.9M via PS5 (12.7%), and 1.6M (6.8%) via Xbox. Around 1.3M folks on Steam bought BG3 before it hit 1.0. The PlayStation version launched about a month after the PC 1.0 release, while the Xbox version came four months later due to technical issues around developing local co-op on the Series S. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Across platforms, Baldur’s Gate 3’s monthly active users have never dropped below 2M, including 2.2M MAUs last month (68.5% on Steam, 21.9% on PS5, and 9.6% on Xbox). And it still regularly brings in 280K to 400K players every day: About 1% of BG3’s Steam player base has played for over 500 hours! That’s a little under 200K people. Astro Bot is also an evergreen seller, albeit a more niche, family one Astro Bot, 2024’s winner, has now sold 4.7M copies and generated $291M in revenue. The budget, including marketing, is almost certainly under $100M, given the small Japan-based core team and three-year dev timeline. You can really see why the tides are changing toward less expensive hubs. Astro Bot is the only first-party winner on this list, but follows other first-party winners of The Last of Us Part II (2020’s winner), God of War (2018), and Breath of the Wild (2017). Around 46.6% of Astro Bot’s copies sold have been physical, which is far higher than the typical game. This makes sense for a couple of reasons: There’s a large family audience for this one, and physical boxes are an item to wrap when giving Astro as a gift. Astro has collector value for the PlayStation core (this is nostalgia-fueled platformer celebrating PlayStation’s history) Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Astro is another one of those games that continues selling over time, regularly selling more than 100K a month. It’s sold around 1M more copies this year ($60M in revenue) and is a popular title with families. We can see this using the Alinea platform’s MAU crossover tool: Astro Bot’s top #2, #3, and #4 games by crossover in any given month this year are Minecraft, Fortnite, and Roblox – without fail. The #1 title every month, though, is Astro’s Playroom, a pack-in with all PS5 consoles. For every month this year, between 20% and 30% of Astro Bot players also played Astro’s Playroom that month. So the free pack-in is a noice funnel for converting players to a full paid product. Expedition 33 sells 8.7M despite Game Pass cannibalisation Finally, we have last year’s winner – Expedition 33. The turn-based-RPG banger has generated $366M via 8.7M copies sold, with 58.8% on Steam, 35.7% on PS5, and 5.5% on Xbox. Xbox’s share of copies sold is this low due to Expedition 33 launching on Game Pass, where 4.3M people across console and PC accessed the game. A little under 700K Xbox players used their subscription to play Expedition 33 this year. That said, the game’s 1.5-year Game Pass deal ended last week on October 16, and we’re already beginning to see a positive trend on Expedition 33’s copies sold via Xbox (but the jury’s still out!). There’s understandably a lot of French pride behind this one, as France is the game’s #3 market on both Steam and PlayStation. Vive la France! One thing that stood out to me is that the GOTY winners aren’t $300M Hollywood productions made in the US. They’re mostly mid-budget studios outside the traditional AAA cost centres. Lots to think about there. Also, good games sell well; who’d have thunk it!? And there’s a whole load of them this year, with GTA 6 still to come, too. GTA just made the cutoff point for the VGAs this year. What a coincidence! Loading... Cool links and other stuff Our physical games newsletter from Tuesday was picked up by GameSpot, Eurogamer, TweakTown, and a bunch of others. We’re offering a free trial of our platform for games companies. Send us a message here, or reply right here on Substack/email, and we’ll set you up. Next week, we’ve got some exciting news regarding the future of our newsletter, so stay tuned! The last word Reply to this email – or reach out here – if you have any feedback for the newsletter – or want to request a game for us to cover. Want to see why these companies (and many others) are subscribed to Alinea? Get a free platform trial! [Alinea Analytics boasts the most accurate PC and console estimates in the business. Game makers use our platform to understand their audience, keep an eye on the competition, monitor sales trends, and spot new opportunities. We equip game studios and financial institutions with accurate data and the confidence to make smarter, data-driven decisions. Want to talk about all things games market data? We’d love to chat!]
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Your Business Probably Has More Data Than Insight by Nathan Tayloe
Most businesses know more about themselves than they ever have. Leaders have access to financial reports, sales pipelines, customer data, employee metrics, website analytics, and dashboards for almost every part of the organization. CRMs track every stage of the sales process. Marketing platforms report results in real time. AI can analyze and summarize enormous amounts of information in seconds. Yet I've sat in plenty of meetings where all of that information is available, and some of the most important questions are still surprisingly difficult to answer. What's actually working? Why are customers choosing us? Where are we losing opportunities? What should we do differently? Having the data and understanding what it means are two very different things. More Information Doesn't Always Create More Clarity Over the past decade, businesses have invested heavily in visibility, and that's a good thing. We can understand performance with a level of detail that would have been unimaginable not long ago. But there's an unintended consequence. The easier something becomes to measure, the easier it is to assume it must be important. Website traffic goes up, so that looks positive. Leads increase, so marketing appears to be working. Sales activity climbs, so the pipeline looks healthy. Maybe. The numbers tell us what happened. Understanding why it happened, whether it matters, and what we should do next still requires judgment. Not Everything That Matters Fits on a Dashboard Consider a customer who ultimately contacts your company through Google. The data may attribute that lead to search. What it may not show is that the customer heard about you from a colleague six months earlier, saw your company mentioned in an industry publication, followed one of your employees on LinkedIn, and read several reviews before finally searching for your company. Google may have produced the click. It didn't necessarily create the decision. This happens throughout a business. Some of the things that matter most are difficult to reduce to a single metric: Why your best customers stay Why talented employees choose your company Why a prospect trusts one provider over another Why one service is gaining momentum while another isn't Why the market perceives your business the way it does Data can help answer those questions, but it needs context. Better Decisions Start With Better Questions One of the easiest traps for leaders is starting with the information in front of them rather than the decision they're trying to make. Instead of opening a dashboard and asking, "What does the data show?" it can be more useful to start with a different set of questions: What are we trying to understand? What decision are we trying to make? What would we need to know to make that decision confidently? That changes the role of data. Instead of looking at every number available and searching for meaning, you're using information to understand something specific about the business. Information Still Requires Judgment More sophisticated analytics and AI will continue to give leaders access to better information, faster. That's valuable, but I don't think it reduces the importance of experience and judgment. If anything, it increases it. Someone still has to decide which numbers deserve attention, which patterns matter, what context might be missing, and when the data isn't telling the whole story. The goal isn't to know more about your business simply because you can. It's to understand your business well enough to make better decisions. Good data can tell you what happened. Good leadership has to decide what it means. — Learn more about how we help organizations turn business, customer, and marketing insights into smarter strategies at tayloegray.com, or reach out directly at nathan@tayloegray.com.
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Gears of War: E-Day sells 230K copies
Gears of War: E-Day has sold 230K copies since its advance-access launch on October 1 and full release on October 6. Steam accounts for 168K of those, with Xbox (console and PC) selling 62K. But there’s more to this story, as Xbox makes up the bulk of revenue. E-Day is the best-reviewed Gears game in nearly two decades (and the best one ever made, in my opinion). The Coalition has made a banger here (it’s currently in my top 10 of the year). Despite E-Day’s undeniable quality, this is a soft result. And it’s down to the business model, really. E-Day has made $37M so far, thanks to the Premium upgrade On Xbox, Game Pass is cannibalising much of the premium revenue. Our estimates show that 1.7M folks accessed E-Day via their subscription rather than a copy. But Xbox is having it both ways – or having it halfway, at least – via its Premium Edition Game Pass upgrade. Game Pass subscribers could pay $30 (or their local equivalent) for up to five days of early access starting October 1. Our estimates show that of the 1.7M who accessed E-Day through Game Pass, 722K paid for the upgrade. Between the review embargo lifting on October 1 and the full release, E-Day managed to shift another 250K early-access upgrades – no doubt helped by the campaign’s rave reviews. So despite selling far fewer copies on Steam, Xbox accounts for almost three-quarters of the revenue (roughly $26M of the $37M, versus about $11M on Steam). So “230K copies” undersells the paying audience. Including the 722K upgrades, nearly 950K people actually paid something for E-Day. The $30 upgrade is a halfstep from cannibalisation, but will Xbox go all the way? While E-Day is a sublime game, these are soft numbers for a flagship when Xbox badly needs revenue wins. E-Day sold 62K copies on Xbox against 722K Premium upgrades, so for every one copy sold on Xbox, nearly 12 Game Pass upgrades were sold. The $70 premium SKU is – functionally – dead on Xbox. Normally you can’t see what a Game Pass player would have paid, because the game’s just there in the subscription. But the $30 early-access upgrade estimate shows that 722K people demonstrated they’ll spend real money on this game. In a world without day-one Game Pass, many of these folks would have bought E-Day at $70. They paid $30 for five days early access to something they don’t own. Xbox is, in effect, charging its most valuable customers the least, based on a hangover from a tried-and-exhausted strategy from a previous administration. Those 722K willing-to-pay players generated about $21.7M via the upgrade. If three quarters of this group – mostly US and European audiences – bought E-Day outright, that’s nearly $40M. Of course, Game Pass does bring in meaningful recurring revenue, and E-Day is adding value for hundreds of thousands of subscribers. However, Game Pass is no longer growing, so Xbox is at a crossroads. Xbox is reportedly looking to do a Netflix and bolt on an ad-supported tier to pad it further. But that will just set a new floor, and leadership keeps telling us the priority now is revenue growth, which is subscriber-speak for ARPU. Xbox has already pulled Call of Duty from day-one Game Pass after day-one inclusion hammered its sales, with new CoD titles now arriving on the service around a year late. We know that some Microsoft executives believe the service devalues games outright, and rumours (which Microsoft has dismissed so far, to be fair) suggest that day-one releases could be taken off Game Pass. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe When a game this well-reviewed does this softly on its home platform, the model – not the game – gets brought into question. What else E-Day’s early adopters have played (including this month so far) Looking at E-Day‘s players on Xbox, most have played the franchise before (86% have played Gears 5, 76% Gears 4), and every game on the crossover list is either a shooter or a title from an Xbox-owned studio (though Game Pass is inflating those numbers, of course, more on that later): As for what else Xbox’s E-Day players have played this month, the top three are Fortnite (16%), Roblox (7%), and Call of Duty (6%). Another 5% played Minecraft Dungeons II, which is also on Game Pass and launched a couple of days before Gears‘ advance-access date. Many Game Pass players are happy to check out most big new additions. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Over on Steam, the top crossover games are also mostly shooters (slightly more PC-coded ones), including Space Marine 2, which was itself heavily inspired by Gears: Looking at what E-Day‘s Steam players are into this month shows who they are – as subscriptions don’t skew the data. The top three are Wardogs (13%), Deadlock (12%), and CS2 (10%), so you’ve got the restless shooter crowd checking out the new hotness. A little further down are Helldivers 2 and Space Marine 2, your co-op PVE shooter players who’ll feel right at home in Horde mode. Game Pass is skewing the playtime distribution on Xbox Looking at the playtime distribution in our platform, E-Day players on Steam are – relatively speaking – playing for longer: 54% of E-Day players on Xbox have played for five hours or less (versus 32% on Steam) 19% of Xbox players played for over 15 hours (versus 33% on Steam) 14% of Xbox players played for over 20 hours (22% on Steam) The absolute number of people playing for over 15, 20, and 50 hours is, of course, bigger on Xbox, thanks to the sheer volume of folks who came in through Game Pass (upgraders included). None of that is cause for alarm. Game Pass is the reason Xbox playtime skews lower, as when a game is free to try, people try it and bounce without putting in even an hour (17% under an hour on Xbox versus 6% on Steam). Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe The subscription brings in tourists alongside the committed, dragging down the average even when the game is excellent (but also perhaps winning over the uninitiated). It’s standard across every subscription-included title, on PS Plus too. Forza Horizon 6, for instance, had 11% of its Xbox players bounce under an hour, versus just 2% on Steam. So, Xbox’s crossroads So there we have it. Gears of War: E-Day is an incredible game whose revenues have been stifled by subscription inclusion and exclusivity. It’s the best-reviewed entry in the series in fifteen-odd years, but it still turned into one of the year’s softer flagship launches, not because players didn’t want it, but because Xbox’s own storefront gave its most willing buyers a reason not to pay. Which leaves Xbox at a crossroads. Will it keep making Gears games when the financial returns are this thin and the margins this low? And if it does, does the next one arrive off Game Pass at day one – the way CoD now does, or even on PlayStation? I think it should. Alright, back to E-Day for me! The last word Reply to this email – or reach out here – if you have any feedback for the newsletter – or want to request a game for us to cover. [Alinea Analytics boasts the most accurate PC and console estimates in the business. Game makers use our platform to understand their audience, keep an eye on the competition, monitor sales trends, and spot new opportunities. We equip game studios and financial institutions with accurate data and the confidence to make smarter, data-driven decisions. Want to talk about all things games market data? We’d love to chat!]
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I have ALS. The promise and potential perils of AI are personal
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Looking at the Ugly Side of the Paramount-Skydance Merger...And How I’d Fix It
A Message from Our Sponsor Certified Fresh with 100% on Rotten Tomatoes, FX’s Adults is an ensemble comedy series about a group of twenty-somethings in New York leaning on each other to navigate love, work, friendship and family. Don’t sleep on “The Sitcom of the Moment” - Awards Buzz All Episodes now streaming on Hulu on Disney+. Watch The Teaser Trailer... (Welcome to the Entertainment Strategy Guy, a newsletter on the entertainment industr(Welcome to the “Most Important Story of the Week”, my bi-weekly strategy column analyzing the most important (but often not buzziest) news story of the last two weeks. I’m the Entertainment Strategy Guy, a former streaming executive who now analyzes business strategy in the entertainment industry. Please subscribe.) Before we dive in, I wanted to congratulate Broadcast Now for being the first to report that Netflix’s How to Get to Heaven from Belfast has been cancelled. (I saw this in a write-up by Kasey Moore of Whats-On-Netflix.) More importantly, I wanted to note that, as of yesterday, none of the other trades had reported the news yet. I have half a guess that eventually one of them will report this. Anyways, it’s time to take a break from my deluge of streaming ratings reports to continue my analysis of the Paramount Skydance Warner Bros. Discovery (PSWbD) saga. As I noted last week, a lot of times when folks use the (sometimes cliched) “the good, the bad and the ugly” framing for an article, “the ugly” section is just more bad. Or very, very bad. In this case, yeah, I do think it’s ugly. In more than one way. Unfortunately, we’re only going to have time to tackle one of those ways today: the ugly pile of debt to finance this deal. (In a future article, I may cover the entire process for how it went down, which was very, very ugly.) Last issue, I explained why I liked this deal in a vacuum. Unfortunately, “vacuums” don’t exist outside of space. Let’s dive in. Subscribe Most Important Story of the Week - The Ugliness of the Paramount/Warner Bros. Merger More than one person sent me a note speculating that the big problem with Paramount Skydance buying Warner Bros. Discovery is the “Warner Bros.” portion of the deal. In fact, that’s a take I read a lot about Warner Bros., ever since they caught Netflix’s, and then Paramount-Skydance’s, eye. In short, multiple companies (Time, AOL, AT&T, Discovery) have bought and then regretted buying Warner Bros. Since it’s nearing Halloween, you could almost say it’s like the folks think WB is cursed! It’s a haunted studio—like the town of Derry in movie studio form—and whoever takes possession of it will fall into misery! Yet...I just don’t like that story, because it doesn’t explain the “why” behind why those deals fell through. Especially when Warner Bros. has continued to succeed as a TV and film studio in the intervening two decades. Lord of the Rings? Harry Potter? Game of Thrones? Everything HBO? Considering it never fully owned a broadcast TV channel, this media company has done pretty well. So what went wrong? Well, in recent years, companies bought Warner Bros. instead of the other, smarter option. Explaining POCD (And Applying It to Mergers & Acquisitions) As I explained last issue, one of my favorite frameworks is the POCD tool for evaluating venture capital investments: People Opportunity Context Deal The bar to invest as a VC is high. (Or I might say “was” since cheap interest rates made life easier last decade.) You review a thousand prospectuses, get pitched by a hundred, and invest in the ten best, with the hopes that one of those ten would pay for the rest. That means every element of a deal needed to pay off: you needed the right people running the companies, who could capitalize on the right opportunity, in the context of an industry that was ripe for disruption. If you could then not overpay, you could make some money in a smart deal. The analogy isn’t perfect here, but close enough. For a merger or acquisition to work, you need the combined company (which is the opportunity) to make more than the price you need to pay (which is the deal). Note: the people and context still matter, but with M&A, it’s a little more straightforward: does the opportunity exceed the cost? And usually with Warner Bros., it hasn’t. If you want to find out the single biggest mistake made by the Warner Bros. suitors over the last few years (and my simple fix) become a paid subscriber. I’ll also touch on who I think Paramount-Skydance could (shockingly) consider buying next, TBD, and more. Sign up here.
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Siri AI Coming to HomePod
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Bo French opponent Jon Rosenthal offers wisdom on Railroad Commission
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Doing the job - Illinois Times, the capital city's source of news, politics, arts, entertainment, culture
We live in dread of the robot brains, haunted as we are by our exchanges with chatbots that are smarter than any actual person we’ve ever known. More perfect AI is likely to make obsolete jobs by the millions. (On the upside, that will include lots of dreary jobs that talented and ambitious people don’t […]
Global-PTT to Launch Three Next-Generation Business-Critical PTT Solutions at Futurecom Brazil 2026
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macOS Golden Gate Now Available With Siri AI, Visual Intelligence and More
Apple today released macOS Golden Gate 27, the latest version of the macOS operating system that runs on the Mac. macOS Golden Gate is a free app that can be downloaded on all compatible Macs. The update requires a Mac with an Apple silicon chip, and it is not available on Intel Macs. Mac users can download the macOS Golden Gate update by using the Software Update section of System Settings. The update introduces Siri AI, a smarter chatbot version of Siri with a dedicated Siri app.
Are you smarter than a 15-year-old? Try these OECD Pisa tests
This week, the OECD's PISA report has revealed a global decline in 15-year-old's maths and reading skills — but how much better can the grown-up's fare?
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Summation Makes AI Analysts Available to Every Business Team
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Closing health workforce gaps for emergency response: the Western Pacific steps up
Over 100 health emergency experts from 56 institutions across 21 countries in the World Health Organization (WHO) Western Pacific Region who are part of the Global Outbreak Alert and Response Network (GOARN) concluded their annual regional partners’ meeting with a commitment to bridge gaps in emergency workforce capacities and advance regional emergency readiness and resilience.Co-hosted by WHO and the Korea Disease Control and Prevention Agency in the Republic of Korea, the two-day event aimed to strengthen the Region’s collective ability to detect, prepare for and respond to health emergencies.Partners mapped capacities and priority technical gaps across the Region — including cybersecurity and critical infrastructure resilience; water, sanitation and hygiene (WASH) and environmental health; biological emergencies, nuclear emergencies, and nuclear and radiological security.The result: a renewed commitment to close these gaps by working together through shared expertise and coordinated action. Advancing the Global Health Emergency CorpsReflective of regional solidarity and partnerships in action, GOARN – which is coordinated globally by WHO - enables a stronger, better-connected emergency health workforce that is ready to surge wherever and whenever requested by WHO Member States.This year alone, GOARN partners across the Western Pacific have supported nine experts on six missions - from measles outbreaks in Viet Nam to HIV outbreak response in Fiji - providing surge support in epidemiology, surveillance and clinical case management.Photo: Participants at the Global Alert and Response Network (GOARN) Partners Meeting 2026. Credit: KDCA/Shin Dong Myoung“GOARN partners across the Western Pacific and globally have repeatedly demonstrated the power of what we can do collectively, when we join forces, share expertise and build on each other’s strengths,” noted Dr Gina Samaan, WHO Regional Emergency Director for the Western Pacific, in her opening remarks at the gathering. “Let us continue to forge long-term partnerships grounded in mutual respect that will protect the Region for generations to come. We are smarter, faster and infinitely stronger when we work together,” she added.Reiterating Dr Samaan's call, Dr Seung-kwan Lim, Commissioner of the Korea Disease Control and Prevention Agency, emphasized the value of GOARN: “The Republic of Korea is pleased to stand alongside our regional partners in building an emergency workforce that is ready and resilient. GOARN turns national expertise into regional readiness - catalysing national strengths into collective resilience.”GOARN advances the Global Health Security Action Framework (GHEC) initiative by “convening, connecting and capacitating” regional leaders and surge workforce – “the three Cs”. Years of GOARN leadership and outbreak response training programmes have cultivated a deep bench of fit-for-purpose, seasoned outbreak response experts and forged an alumni network of emergency leaders worldwide. The Western Pacific network alone has now grown to 94 partner institutions across 19 countries. Photo: Participants at the Global Alert and Response Network (GOARN) Partners Meeting 2026. Credit: KDCA/Shin Dong Myoung Putting partnerships into practiceDuring the Regional Partners’ Meeting, health experts identified and catalogued the technical expertise currently available across the Western Pacific Region, so that the right skills could be better matched quickly to needs wherever emergencies occur.Three priority areas emerged for further strengthening:Cybersecurity and critical infrastructure resilience - protecting essential systems, including healthcare networks, from digital disruptions.Water, sanitation and hygiene (WASH) and environmental health - reflecting the ongoing nexus between climate change and health.Biological emergencies, nuclear emergencies, and nuclear and radiological security - requiring specialized technical capability that remains limited across many national response systems.Meeting participants reaffirmed their commitment to strengthening workforce capacities in the Region, with a particular focus on these three areas, and to working collectively to better prepare the Western Pacific for the next health emergency.Photo: Dr Gina Samaan, WHO Regional Emergency Director for the Western Pacific, delivers opening remarks at the Global Alert and Response Network (GOARN) Partners Meeting 2026. Credit: KDCA/Shin Dong Myoung“GOARN is truly turning preparedness into action - giving our Region the surge capacity it needs for fast, coordinated response when it matters most - and building more resilient health systems along the way,” said Dr Samaan. “As health emergencies mount in this age of permacrisis, emergency preparedness and response must be woven into the fabric of health. This is not an option, but an imperative as we seek to achieve health for all.”____ About GOARNThe Global Outbreak Alert and Response Network (GOARN), coordinated by the World Health Organization since 2000, strengthens global health security by advancing preparedness for and response to public health emergencies. The network brings together more than 390 institutions, including national public health agencies, technical organizations and nongovernmental partners, to support coordinated international action during outbreaks and other health emergencies. There are 94 GOARN partners in the Western Pacific Region (as of August 2026), accounting for approximately 25% of global partners. For more information and media interviews, please contact: WHO Western Pacific Communications: wprocom@who.intAra Johannes: johannesa@who.int
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Smart Glasses, Smarter Small Businesses: AI Wearables Are Becoming an Entrepreneurial Tool - Small Business & Entrepreneurship Council
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gamescom 2026’s Steam wishlist winners
gamescom wrapped up last weekend, and it was bloody fantastic. It really felt like the industry had a spring in its step again. The show itself was BUZZING, with 368K attendees (+3% over last year), maxed-out exhibit space, and Opening Night Live pulling over 78M online views (+7.5%). Let’s have a look at the games at the event that brought in the most new Steam wishlists between August 23 and 30. One quick thing before we start, and stop me if you’ve heard this one before, but wishlists are NOT a barometer for launch sales (they’re bookmarks, not baskets is what we always say over here at Alinea). With that aside, wishlists are a nice gauge of hype, so let’s dive in. Witche(r)s and Warlocks take the top two spots The biggest game of the event (by new wishlists, anyways) wasn’t a game at all. It was an expansion. The Witcher 3: Wild Hunt’s upcoming expansion, Songs of the Past, nabbed 451K Steam wishlists by the end of the weekend. It’s a big example of something we bang on about constantly: proven IP with built-in fandom is the most powerful force in this market. But said IP can also ripple into other external success stories (more on that later!). Anyway, Songs of the Past debuted at Opening Night Live, and it’s the first Witcher 3 expansion in over a decade, landing next year after a full Witcher 3 remaster (free for existing owners!) arrives next month. The Witcher 3 has sold around 66M copies, and I’ll be one of those owners jumping back in to refresh myself on the core game (like there isn’t enough to play!), then play the expansion next year. This is all part of CDPR’s plan. The studio is clearly whetting everyone’s appetite for The Witcher 4 in 2028 via a classic bridge strategy. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Releasing a free 4K remaster next month – followed by a proper expansion in 2027 – keeps IP top-of-mind across a huge gap between content (games-wise, anyway). It kind of echoes Capcom’s evergreen catalogue strategy. And outsourcing co-development to Fool’s Theory (a studio led by trusted Witcher 3 veterans) keeps CDPR’s internal headcount focused on The Witcher 4. #2 by wishlists between Aug 23 and 30 went to another giant IP: Warlock: Dungeons & Dragons, published by Wizards of the Coast and developed by Invoke Studios (a team of ex-Far Cry, Watch Dogs, and Splinter Cell devs). It’s due to launch in 2027, and it looks brilliant so far. It’s a dark-fantasy open world with third-person spell-slinging. It’s a very Witcher-ish aesthetic. As you might expect, 48% of Warlock’s Steam wishlisters have played Baldur’s Gate 3, and 46% have played The Witcher 3. One to watch. For sure! Mash-ups: Anime GTA (!?) and a city-builder for kids (and adults) Ananta took #3 with 302K new wishlists. It’s an open-world game that looks like GTA and Persona had a baby. It was published by NetEase, developed by Naked Rain, and got a trailer at Opening Night Live. I got hands-on at the show, and it wears its influences openly; there’s literal web-slinging (very Spider-Man) and a LOAD of mini-games (Like a Dragon). It’s free-to-play and out in January. For Ananta, Naked Rain is taking the free-to-play, cosmetics-only route. That’s certainly a choice for a single-player open-world game. Without gacha mechanics driving high ARPU, Ananta is betting purely on top-of-funnel reach and long-term retention. This puts pressure on skin appeal when there’s no multiplayer lobby to flex in (although, co-op is reportedly coming later). Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Then there’s Lego Skylines (273K wishlists between Aug 23 and 30), which does exactly what it says on the tin. It’s a cosy Lego twist on the city-builder genre, as shallow or as deep as you fancy (five min quick sesh or ten-hour no-lifer session; latter for me). There’s some family-friendly stuff in there like couch co-op, which is only really viable on console. Iceflake Studios, which Paradox acquired back in 2020 is developing this one. So Paradox is probably looking for a family-friendly onramp to its rad Cities: Skylines games. The overlap there is plain, with 33% of Lego Skylines wishlisters having played Cities: Skylines and 16% Skylines II. There’s no doubt plenty of parents here (and uncles, ahem) planning to indoctrinate the next gen of city-builders. I’ll definitely be playing with my youngest nephew. This one could be big and educational. I’m very curious to see more. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Mature IP, new and old, rounds out the list As for the rest of the list of gamescom games by new wishlists between Aug 23 and 30: Heroes of Might & Magic III Remake got 189K new wishlists. It remakes the iconic 1999 turn-based-strategy classic in full 3D and 4K. It follows this year’s Heroes of Might & Magic: Olden Era (~1.8M copies sold, as per our estimates), and around a quarter of the III Remake wishlisters have played Olden Era, including 7% of them this month. Wardogs – a $40 PvP shooter – added another 146K to an already massive pile (nearly 1.6M total). It’s published by Team17 and made by Bulkhead. It plays somewhere between the tactical squad stuff of … Squad and the all-out-chaos battlefield of … Battlefield. It’s up to 100 players, and it’s out in about 10 days. It’s already pre-sold over 500K copies on Steam ($16.6M), boosted by a pre-order-only beta. It sold another 70K copies during gamescom, too. Afterworld managed 121K new wishlists. It’s a Paradox-made post-apocalyptic grand-strategy game, and it was announced at the show. It’s a departure from Paradox’s usual historical stuff, and the studio’s first new setting in over a decade. The Paradox purists are into it, with over half its wishlisters having played Hearts of Iron IV (19% this month) and 41% Crusader Kings III (17% this month). Metro 2039 got 110K during the show, tunnelling its total past 1.3M. Nearly 40% of wishlisters have played 2020’s Metro Exodus, the previous mainline title in the series. The Metro novels are Russian, dev 4A Games is Ukrainian, and it’s set in Moscow, so it’s unsurprising that – after the US (17.3% of wishlisters) – the next two countries are Russia (12.7%) and Ukraine (10.0%). The Blood of the Dawnwalker drew in (the blood of) 108K new wishlisters, now totalling an impressive 1.7M (at a $70 price point, though). It’s an open-world dark-fantasy action-RPG set in 14th-century Europe (with vampires!), made by some former Witcher devs at Rebel Wolves. Again, it shows. Over half of Blood of the Dawnwalker’s wishlisters have played The Witcher 3, and its #2 market is Poland, home of Rebel Wolves. That’s that hometown-hero effect we keep banging on about again! And Blood of the Dawnwalker plays very well, by the way. While it looks like a Witcher clone on the surface, it actually brings a lot to the table mechanics-wise. I love the whole time-as-a-currency spin on RPG gameplay. It gives the game a different, refreshing pace. Essentially, you start Blood of the Dawnwalker with a pool of 480 action points spread across 30 days and 30 nights. As for how the game performs, we’ll be posting some numbers next week, so hit subscribe below to get that in your inbox when it’s ready. Subscribe The Witcher’s legacy ripples Make no mistake: on a high level, this was The Witcher‘s gamescom. The #1 game by wishlisters was a Witcher 3 DLC. Warlock is clearly Witcher-inspired – as is Blood of the Dawnwalker, which was made by ex-Witcher devs. There was a lot of other cool stuff on the floor that we’ll no doubt be covering in subsequent newsletters, though! As always, wishlists went through the roof for sequels, remakes, DLC, and licensed IP. As always, though, these wishlists will likely convert to about 5% to 10% of launch-day buyers, with the probable exception of The Witcher DLC – the exception that proves the rule. Either way, we’ve got a nice, diverse list here – one that is very Witcher-y, Paradox-y, and – if you’re a fan of great games on Steam – a bloody good list. We even got a bunch of new IP to get excited for. Great gamescom! Even if we are still processing that unfathomable number of mini Kölsch beers! One more thing: GTA 6 broke the internet (again) Move aside, Spider-Man and The Odyssey (I love you both, really). But the decade’s defining entertainment zeitgeist is round the corner. Unless you’ve been living under a rock, you’ll know that Rockstar dropped an extended look at GTA 6 last week. It was INSANE, the most impressed I’ve ever been by a showcase like this. You can see the budget seeping through every second of the extended look, and this level of game is unobtainable for any other publisher. Everyone’s going nuts, and rightly so. GTA 6 is out in holiday 2026, and it’ll be the biggest entertainment release ever, full stop. For those without a PS5 or Xbox Series console, a $500-$900 console is a big ask in this economy, but GTA will pull a lot of last-generation-console fence sitters over the current-gen fence either way: The autumn timing puts GTA 6 on (digital) shelves for the holidays, meaning a PS5 or Xbox (let’s be honest, mostly the former) will be on many a Christmas and Hanukkah list. Demand will outweigh the struggling supply, though, and PS5 Pros are already sold out and being sold at a markup via scalpers. Every console that isn’t on a shelf is a sale deferred or lost, and worse, it hands scalpers the margin. GTA has cultural clout that reaches everyone. It’s been a mainstream fixture since 2001’s GTA III and its clout has only grown exponentially since then. There’s a touchpoint for every generation alive. The FOMO-word-of-mouth double punch does the rest. Loading... It’ll reactivate the lockdown cohort, the millions who picked up gaming in 2020-21 and churned. GTA 6 will bring them back. Remember when College Football 25 brought a bunch of US gamers to current-gen consoles? GTA will do that globally. Once they’re back (or upgraded), and all GTA’d out, the fresh current-gen-console folks will check out the rest of the current-gen catalogue they missed. GTA Online, if not free to play, will also lead to a boost for PS+ and Xbox Game Pass, another boost for the ecosystem players. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Even some of the smug PCMR 60FPS crew won’t be able to resist their FOMO and will bite the bullet on a console to play this one early (then double dip). The consoles cost the same as a decent stick of RAM these days anyway lmao… Don’t get me wrong, though. GTA 6 is no silver bullet for the mature console market, but it does prime the current gen for a couple of strong swan-song years. And it’ll also give the consoles more users from which to maximise ARPU. ‘’We are in the latter half of the lifetime cycle of [the PS5],’’ said Sony President and CEO Hiroki Totoki in a Wall Street Journal interview. ‘’That means we do not need to aggressively sell the console today; rather than that, we are focusing on the current revenue from the current user base.’’ The biggest, best premium games always arrive late in a console cycle, so getting more players aboard now, ahead of that content storm (the new current-gen-only Call of Duty included), is a clear win for the platforms. On the Netflix thing, though: let’s all chill out a bit, like. Half my LinkedIn feed was going bonkers treating the reveal debuting on Netflix like it’s the future of entertainment. It wasn’t. It was a six-hour head start, and Netflix left that detail out of the “first-of-its-kind partnership” press release. The extended look hit Netflix at 3pm ET on 27 August, then went up on YouTube and Rockstar’s site for everyone six hours later. And it was all over social immediately, anyways. This reveal was going to reach an untold number of people whether it debuted on Netflix, YouTube, a Times Square screen, or a group chat. The last trailer did nearly half a billion views in a day with no gatekeeper at all. Netflix just stood next to that audience for six hours, borrowing it. It’s was a tidy deal for Netflix, sure. But every outlet on earth was breaking the thing down frame by frame by the evening anyway. Anyway. I’m hype. And we’ll be covering some GTA numbers on the newsletter soon. So hit subscribe below to get that in your inbox when it’s ready! Subscribe The last word Reply to this email – or reach out here – if you have any feedback for the newsletter – or want to request a game for us to cover. [Alinea Analytics boasts the most accurate PC and console estimates in the business. Game makers use our platform to understand their audience, keep an eye on the competition, monitor sales trends, and spot new opportunities. We equip game studios and financial institutions with accurate data and the confidence to make smarter, data-driven decisions. Want to talk about all things games market data? We’d love to chat!]
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Yesterday’s State of Play gave us an idea of where PlayStation’s heading next. But we’ve had our May estimates for a couple of days now (we always update our data daily for clients), so it’s time to look at what performed best on PlayStation last month. We’ve got a new IP at the top, two evergreens doing their evergreen thing, FC26 smashing it ahead of the World Cup Plus pivot, and a quiet but promising result for Lego Batman. Let’s have a look at the state of Play…Station’s top games for May. 007 takes #001 007 First Light sold 1M copies on PS5 in May, easily making it the month’s top PS5 game by copies sold. Over 80% of those May copies were digital, which is broadly in line with where PlayStation’s digital share has settled for new releases this year. To date, 007 First Light has sold through 2.2M copies across platforms (so no unsold retail copies in that figure). The platform split is 55.1% PS5, 33.1% Steam, and 11.8% Xbox (console, Windows, and cloud combined). In gross revenue terms, 007 First Light has generated $150M. Owing to regional pricing and audience composition differences, the consoles make up a higher share of revenue than they do copies. Of the $150M, 60.5% came via PlayStation, 27.6% via Steam, and 12.9% via Xbox. Part of this is because over two-thirds of 007 First Light‘s PlayStation audience is in North America (43.4%) or Western Europe (23.2%), where local currency means the game generates more revenue per player. On Steam, under half of First Light‘s audience is from those same regions (31.8% North America, 15.1% Western Europe). As we covered in last week’s 007 Steam piece, the Steam version is pulling in higher-than-expected numbers in China, which now accounts for 17.3% of First Light‘s Steam audience. 007 is the equivalent of $44 USD in China, which is roughly 37% cheaper than the US price and about 44% cheaper than Western Europe. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe The crossover data backs up what we’ve seen all year about launch-window cohorts. 11% of PS5 players who played 007 First Light in May also played Lego Batman: Legacy of the Dark Knight, which launched just a few days before. Last month was a great month for Denmark! IO Interactive is Copenhagen-based, and Lego Group is headquartered in Billund (TT Games is UK-based but produces work under Lego Group licence and direction). Speaking of which… A very blocky #2 and #3 Minecraft sold another 788K copies on PlayStation consoles last month. Business as usual, since Minecraft hasn’t sold fewer than 760K copies in a single month all year. With over 350M copies sold across all platforms, Minecraft is the best-selling game in history and one of the strongest brands in the world. Every month, a new cohort of children reaches Minecraft age, which guarantees a constant volume of new sales regardless of what the broader market is up to. The demographic refresh rate is truly impressive, with the audience renewing itself faster than it’s churning. Lego Batman: Legacy of the Dark Knight shifted 757K copies on PS5 last month, bringing its lifetime total on the platform to over 800K. Across all platforms, Legacy of the Dark Knight has now passed 1.5M sold through, so PlayStation accounts for over half of the game’s players. The May crossover data for Legacy of the Dark Knight on PS5 is also useful. 27% of those players also played Fortnite, 16% Roblox, 16% FC 26, and 14% NBA 2K. That’s the household-and-family cohort showing up, plus the launch-window cohort of core gamers who buy practically everything. FC 26 gets players through the door ahead of the World Cup FC 26 sold 411K copies on PlayStation last month (90% via PS5), the fewest copies FC 26 has sold all year and down heavily from April’s 700K. Part of this dropoff is because FC 26 has been available as a PlayStation Plus monthly game since 6 May, cannibalising premium sales. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe The strategic logic is straightforward for EA, which is sacrificing premium unit sales in May to build up the player base ahead of the FIFA World Cup, which kicks off on 11 June. Obviously, a bigger player pool going into the tournament means a bigger pool of potential Ultimate Team spenders during the period when football attention is at its peak. The early returns are around what you’d expect, with 4.4M new players accessing FC 26 via PS Plus last month – a substantial new spender pool. Anecdotally, a few of my mates who were ‘’skipping FIFA and Ultimate Team this year’’, were drawn back in via PS Plus. Lo and behold, one of them is buying packs like it’s going out of fashion. Whether this is all a smart trade for EA depends entirely on the Ultimate Team conversion rate over the next six weeks. Either way, the short-term engagement impact on the game as a whole is evident. FC 26‘s MAUs hit a record 24M on PlayStation in May, up 30% from the previous record set in April. GTA V does what GTA V always does Rounding out the top five is another evergreen title. Grand Theft Auto V shifted another 387K copies on PlayStation last month. No matter what else is happening in the industry, GTA V keeps pulling players in. It’s sold another 1.8M copies on PS5 in the first half of this year alone, helping the franchise pass the 230M-sold milestone across all platforms. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe I have a theory that Minecraft and GTA V are doing the same thing at different demographic levels. Both are functioning as generational gateway games that the audience ages into faster than it ages out of. Minecraft captures kids around age 6-10, GTA V captures much of the same audience around age 12-15 (unofficially, of course). The crossover data suggests this: 40% of GTA V‘s monthly PlayStation players typically play Fortnite in any given month, while 30% play Roblox. Household accounts aside, that’s not the original GTA V audience from 2013. Of course, the under-12 audience would love to get their hands on GTA, too. It’s always been the way of things, and some parents are happy to oblige. Mine did too back in the day, and I turned out just fine. Right? Right!? Want to get your hands on our data for yourself – for free? We’re offering a free trial of our platform for games companies. Send us a message here, or reply to this email, and we’ll set you up. The last word Reply to this email – or reach out here – if you have any feedback for the newsletter – or want to request a game for us to cover. [Alinea Analytics boasts the most accurate PC and console estimates in the business. Game makers use our platform to understand their audience, keep an eye on the competition, monitor sales trends, and spot new opportunities. We equip game studios and financial institutions with accurate data and the confidence to make smarter, data-driven decisions. Want to talk about all things games market data? We’d love to chat!]