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Phantom Blade Zero made $223M on Steam and PS5 in five days
Phantom Blade Zero was always going to be a hit. We’ve been banging on about it for months now. Well, the results are in, and Phantom Blade Zero has indeed been a hit. Yesterday, S-Game reported that Phantom Blade Zero has sold 4M copies. As of this morning, our estimates show that Phantom Blade Zero has generated $223M via 4.3M copies sold across Steam (3.1M) and PlayStation (1.2M). This instantly makes Phantom Blade Zero this year’s #10 new 2026 game by premium revenue across Steam, Xbox, and PlayStation – and without an Xbox release to boot. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Combined, China, Taiwan, and Hong Kong account for 55% of Phantom Blade Zero’s copies sold – 56% of copies on Steam and 50% on PlayStation. But revenue is slightly different. Phantom Blade Zero actually made more revenue outside of China However, due to regional pricing, China, Taiwan, and Hong Kong account for a lower share of revenue, 45%. The three countries account for 40% of Phantom Blade Zero’s revenue on PlayStation, and 47% on Steam. This is due to regional pricing, which you can easily check in our platform: Using the $59.99 USD base price as a starting point, we can see that Phantom Blade Zero costs the equivalent of $40.31 in China (-32.8% of the US price) and $41.80 in Hong Kong (-30.3%). So while Chinese culture is at the heart of Phantom Blade Zero (in terms of theme and player base), it’s actually making more money in non-China markets. In fact, markets outside of China, Hong Kong, and Taiwan account for $123M in Phantom Blade Zero revenues via 2M copies. Even when we remove revenues from these markets from the analysis, Phantom Blade Zero remains a top 20 new 2026 title by revenue across Steam, Xbox, and PlayStation. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe In other words, Phantom Blade Zero is a global hit. It’s not all China – or even majority China, when it comes to revenues. The China spring board helped, but a successful State of Play and – more importantly – positive reviews helped this one land in other markets. Quality sells. China was hyped from the start, but Western players needed more convincing As we wrote back in August, China was always going to show up early for Phantom Blade Zero. Our daily Steam revenue data shows just that, and we can see when S-Game’s banging RPG won over players outside of China: On the day Phantom Blade Zero’s Steam pre-order button went live in mid-August, China accounted for nearly 70% of Phantom Blade Zero’s Steam revenue. The shares hovered around 68% throughout August. This is the hometown-hero effect we’ve covered in the past, with the home market committing first – almost sight unseen – on national pride and a lush-looking trailer alone. Then things get even more interesting. Following the State of Play on August 18, US daily revenue more than doubled (from $72K to $146K), China’s daily take nearly quadrupled ($237K to $892K), and the rest of the world’s revenues also more than doubled. As China spiked so much harder than the others, its share of revenue hardly moved, holding at around 68%. So the by-all-counts-awesome State of Play got non-China markets and the West interested (you can see daily spend jump), but it didn’t move the needle for overall revenue shares. Positive reviews were the Western tipping point. US daily revenue went from $106K on October 25 to $230K when the embargo lifted on the 26th, to $463K on the 27th, to $899K on the 28th. So nearly 8.5x more revenue in four days, boosted by the positive reviews and subsequent word of mouth. When Phantom Blade Zero launched on the 29th, things hit critical mass. On launch day, the US and the rest of the world combined out-earned China for the first time in Phantom Blade Zero’s whole pre-order history. You can see this unfolding pretty nicely in the revenue shifting shares, too. China’s lifetime revenue share sat at 68% in August and was still 65% as late as October 25th, but it dropped to 45% by November 2. Over that same period, the US nearly doubled its share from 10% to 18%, and the rest of the world climbed from 25% to 38%. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe That’s not to say that China sold less – far from it. The West and non-China markets just showed up later, won over by the reviews and word of mouth. However you look at it, Phantom Blade Zero has become one of this year’s highest-grossing premium games. Daily volume seems to be decelerating a bit (which is natural), so subscribe below for more updates on performance. Speaking of performance and deceleration… Gran Turismo 7 is one of PlayStation’s biggest earners While games like Ghost of Yotei, Helldivers 2, Astro Bot, Wolverine (2.7M now, by the way), and even Marathon and Saros tend to get all the headlines (we hold our hand up there, too!), there’s one PlayStation game from the past five years that’s earned more than all of these games: and it’s one that’s rarely talked about in enthusiast circles. Gran Turismo 7, which launched in March 2022, has sold 12.7M copies. This amounts to $840M in revenue, second only to Spider-Man 2’s $1.3B – if we’re talking PlayStation first-party for this generation. Gran Turismo 7 still brings in around 3M players every month (and between 400K and 700K active players per day). It’s also an evergreen seller every year. For example, Gran Turismo 7 generated: $189.7M in 2023 via 2.9M copies $161.3M in 2024 via 2.7M copies $119.1M in 2025 via 1.7M copies This year, Gran Turismo 7 has already sold 1.3M copies, generating $74.7M And there’s more laps to come Every December is comfortably GT7’s biggest month of the year (except launch), and the gap is widening there. December generated 2.1x a normal month in 2023, and by 2025 that had grown to 2.8x. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe As the typical months cool off with age, Christmas always holds strong, so the holiday period is becoming a bigger slice of Gran Turismo 7 yearly revenue. For Gran Turismo 7, the week around Christmas does 3x to 5x a typical week – three years running: Christmas week 2023: $14.7M (4.6x the year’s median week) Christmas week 2024: $9.3M (3.3x) Christmas week 2025: $8.5M (4.6x) These Christmas peaks happened at the full $59.99 (Gran Turismo 7 wasn’t discounted at all in December 2023 or December 2025). And although there was a discount late in December 2024, GT7’s peak week that year still happened at full price. You can really see why PlayStation hasn’t added this one to PlayStation Plus, eh? Say it after me: Subscriptions cannibalise premium revenue! On that note… Let’s take a quick look at how Gran Turismo 7 is doing versus its nearest competitor, Xbox console exclusive and long-running sim racer Forza Motorsport (released in 2023 as a reboot for the franchise, about 19 months after GT7). Forza Motorsport has sold around 1.3M copies across Xbox (75.4% for Xbox console and PC) and Steam (24.6%), grossing $89.9M across those platforms. Launch aligned, and on just PlayStation, Gran Turismo 7 had sold 10.2M copies, generating $676.1M, by that point. In other words, Gran Turismo 7 has sold the same number of copies this year as Forza Motorsport has sold since launch. When all is said and done, Gran Turismo 7’s 2026 revenues will have lapped Motorsport’s lifetime, too. It’s worth noting that Forza Motorsport was not released on last-gen consoles, and under a quarter of Gran Turismo 7’s revenue has come from PS4 consoles. Critically, Forza Motorsport is also on Game Pass, where nearly 7M players have accessed it. Meanwhile, the Forza Horizon series has been performing incredibly in terms of revenue. This year’s Forza Horizon 6 has generated $583.7M across Xbox and Steam despite Game Pass cannibalisation, and last year’s Forza Horizon 5 PlayStation port has generated $383.5M on PS5 alone. So two questions, then: How well is Forza Horizon 6 going to do when it launches on PS5 in January? Hit subscribe to get that in your inbox in January (which is in two months somehow!?) Subscribe 2. Open-world arcade Gran Turismo when? Also, if you like arcade racers, go and play Star Wars Galactic Racer. It rules. Like GOTY material, seriously. 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!]
FAU Receives $1.2M Grant to Expand Youth Mental Health Services
FAU’s College of Education has received a $1.2 million grant to launch OWLS-Fly, a three-year initiative expanding access to free, family-centered mental health services for children ages 6 to 17 and their families in Palm Beach County. The program will prioritize underserved families, including those with children with intellectual and developmental disabilities, while training graduate counseling students to address the mental health needs of youth with and without disabilities.
FAU Receives $1.2M Grant to Expand Youth Mental Health Services
FAU’s College of Education has received a $1.2 million grant to expand free mental health services for children and families in Palm Beach County, with a focus on underserved youth and those with disabilities.
SLR Business Credit Provides $1.2MM Senior Secured Asset-Based Credit Facility to Gourmet Mushrooms
SLR Business Credit (SLRBC) closed a $1.2 million senior secured asset-based credit facility to Gourmet Mushrooms. The facility is structured exclusively
Harris County spends $1.2M daily on free employee healthcare
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Open For Business: Sales include $1.2M Bemus Point restaurant
A popular restaurant in Bemus Point has been sold and is now an Italian restaurant. The Post-Journal and OBSERVER have been analyzing real estate sales in Chautauqua County and recently looked at the transactions from April 27-30. The county does not provide transaction information, but real estate documents are available for review at the clerk’s […]
Delivery firm Evri sues BBC for £1.2m over Panorama documentary
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The Wisconsin Department of Health Services notified funding recipients on Saturday that the federal government had abruptly terminated a $1.2 million annual Teen Pregnancy Prevention grant, according to a letter shared with Wisconsin Public Radio.
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Tunbridge Wells MP Mike Martin called the raising of the figure to £1.2m a "significant victory".
The Sports Bra revolutionized the bar scene. Now, it’s seeking the public’s help to raise $1.2m
Women's sports fans and investors can put up as little as $250 to contribute to "The Own a Piece of the Bra" equity crowdfunding campaign
HealPort Raises 1.2M USD to Scale Global Digital Health Infrastructure
MUSCAT, Oman, April 15, 2026 (GLOBE NEWSWIRE) -- HealPort announced that it has raised $1.2 million in funding to accelerate development and deployment of its integrated platforms and supporting infrastructure designed to help governments, health agencies, and institutions strengthen health system intelligence, planning, and decision-making. The funding will be allocated to three priorities: infrastructure development and integration, global ecosystem expansion, and establishing HealPort as the
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Crist’s fundraising in the first quarter is more than Mayor Ken Welch raised throughout all of 2025.
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Marathon has sold 1.2M copies across Steam, PS5, and Xbox
Alinea Analytics estimates show that Marathon has generated gross revenues of $55M via 1.2M copies sold on Steam, PS5, and Xbox: Looking at the split between Steam, PS5, and Xbox, Steam is clearly the main platform for Marathon, accounting for a little under 70% of the audience (800K copies sold). Meanwhile, PS5 takes about 19% (217K) and Xbox (including console, PC, and cloud) accounts for a bit over 11% or 133K. Marathon is technically a first-party Sony title, so seeing the home console struggle to break 20% of the volume is a notable data point for the ongoing platform-agnostic debate. PlayStation Studios online games will almost certainly continue being multiplatform (despite Sony reportedly pulling back on PC releases). Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe As for Marathon, the consensus among hardcore players who pushed through the awkward onboarding phase – myself included – is that it’s fantastic. The gunplay, aesthetic, and presentation are among the best in the shooter genre. A great game doesn’t always equal an immediate hit, though, as shown by our estimates. Things are looking lukewarm right now. But this might be one of those marathon-not-a-sprint situations. Had to, didn’t I? Why wasn’t Marathon a hit on the same level as Arc Raiders? One topic that came up in a lot of conversations at GDC this year was why Marathon hasn’t hit the same stratosphere as Arc Raiders. On paper, they’re both extraction shooters, and Marathon has the Bungie pedigree – the house that built the gold standard for gunplay in Halo and Destiny. Marathon’s neon-futuristic aesthetic also distinguishes itself from the gritty realism of Tarkov or the post-apocalyptic hope of ARC Raiders. But vibes can only get you so far for first impressions if the onboarding feels like a brick wall. Marathon is a sweaty PvP-focused experience with a first-time user experience and UI that I can only describe as dreadful. Players are dropped into a complex ecosystem where the UI, though visually striking, is functionally uninformative, forcing users to manually hover over nondescript, identical icons just to identify basic gear or weapon mods. This lack of clarity is compounded by punishing mechanics like a severe heat gauge for movement and a scarcity of vital resources, all without a clear tutorial or a low-stakes mode to learn the ropes. Most people – even top streamers and veteran shooter players – have no idea what’s going on in Marathon at first. Arc is on the complete other end of the spectrum. As we covered here and here, Arc Raiders offers a more collaborative, approachable loop where players often work together toward shared goals. And the objectives are instantly clear. To many players, this contrast only emphasised Marathon’s issues, especially during the testing period. Players understand the Arc Raiders loop within 30 minutes, while Marathon acts as a massive filter, chewing up newcomers and spitting them out before they can experience the depth of Bungie’s signature gunplay. What I’m getting at here is that the poor first-time user experience of Marathon’s Server Slam likely stifled launch sales, while the opposite was true for Arc. Let’s look at the pre-launch copies sold for each game during their respective Server Slams (launch-aligned) : Looking at the trajectory: Arc Raiders saw a massive 80% jump in copies sold during its three-day Server Slam (day -13 to -11). Players jumped in, realised the water was fine, and immediately opened their wallets. Marathon, meanwhile, saw a 49% increase in the four days following its Slam (Day -7 to -3). At the time of each game’s respective launch, Arc Raiders had nearly double the Steam footprint of Marathon – and word of mouth only continued to grow. Bungie could have had more time to fix the onboarding process had the beta happened earlier. But Marathon launched three days after the beta finished. These factors limited the launch sales quite a bit, I reckon. Marathon has found a niche audience, though Despite the friction-heavy start, the data suggests that those who survived Marathon’s onboarding are loving life. We’ve been tracking cross-platform DAUs, and while there’s the expected post-launch leakage, many players are sticking with it. After peaking at 478K total DAUs on its first Saturday, Marathon has settled into a respectable rhythm, holding 345K DAUs as of yesterday and averaging 380K DAUs across the weekend. Steam continues to do the heavy lifting here, consistently accounting for the lion’s share of the daily players. Players have been putting in the hours, too: On Steam, Marathon’s average playtime has climbed to 27.8 hours, significantly outpacing the console averages on PS5 (16.5h) and Xbox (17.3h). Even more telling than the averages: 22% of the Steam audience has surged past the 50-hour mark, and nearly 7% have already logged over 100 hours. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe This data suggests that once the Bungie magic clicks, it hooks players deeper than the average extraction shooter. There’s also started to be a shift in the game’s discourse. Marathon launched as one of those games that’s cool to hate. But as Marathon’s 100-hour club grows, we’re seeing conversations around its mechanical merit outweigh the negativity. Several high-profile creators, who were initially vocal critics, have spent the last week coming around on the mechanical depth of the endgame. It’s a subtle but positive signal; the hate train is losing steam, and a new narrative about the game is emerging. Bungie faithfuls unite Another interesting metric in Marathon’s first few weeks is who, exactly, is playing. Bungie leans heavily on its prestige as the “makers of Halo and Destiny,” in its marketing, and that message has clearly hit the mark. On Steam, the gravity (hammer) of Bungie’s previous work is unavoidable. A staggering 78.2% of Marathon players also played Destiny 2. The trend carries across other platforms, with 74.2% of PS5 players and 82.7% of Xbox players also having played Destiny 2. The Halo legacy lives on, it seems. More on that in a bit. While Destiny 2 went free to play, these numbers still represent a high-intent migration of a fanbase that trusts Bungie’s specific brand of kinetic gunplay and cryptic world-building. The Xbox data adds another layer of legacy. About 85.7% of Marathon players on Xbox have played Halo Infinite, while over half of the Steam audience has spent time in Halo Infinite and 36.1% in the Master Chief Collection (a paid collection of the old Bungie-made legacy games). Interestingly, we see a 55.9% overlap with ARC Raiders on Steam. Overlap is even higher there on PlayStation (60.5%) and Xbox (66.5%). And there’s also significant crossover with Helldivers 2 on all platforms, too. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe Bungie has found some of its fans with Marathon, and the challenge now is keeping this engaged in a high-stakes PvP environment when they’ve spent the last decade primarily enjoying the power fantasies of PvE. On that note… Go the full 26 miles? Or cut and run? Time for some could’ve, should’ve, would’ve. These things would have improved Marathon’s performance at launch: A more robust onboarding process, perhaps in the form of a short single-player/PvE campaign. We know Bungie fans love this stuff. A traditional arena-based mode akin to Destiny’s Crucible could have been a bridge for the cautious players who’d have been otherwise deterred by the Server Slam. It’s also a great palate cleanser after getting merked. Introducing a dedicated PvE environment would have similarly diversified the conversation and lowered the barrier for the Bungie faithful who found the pure PvP extraction loop too abrasive. PvE is safer than PvP these days. There’s an argument that a thin PvE mode would have just felt like a budget Destiny, potentially hurting the brand more. But given how dire the FTUE is, I think it would have been a net positive. Any kind of tutorialised loop that demystifies the stakes, really. While there is merit in a studio sticking firmly to a singular creative vision, and going all in on the hardcore extraction loop. Less forgiving is the technical reality is that the user interface and first-time user experience (FTUE) were not at a commercial standard for launch. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe In a landscape where player time is oversaturated and the most contested currency, a flawed FTUE is a critical failure point. But it’s not all doom and gloom, as Marathon has an incredible, unique gameplay loop, suggesting that financial success is still attainable if Bungie can pivot effectively. Bungie and PlayStation now face a difficult strategic crossroads, though – one within a challenging games market. They could: Double down on Marathon with a long-term Rainbow Six Siege- or No Man’s Sky-style recovery plan, which is something I heard Last Stand Media’s Chris Maldonado mention last week. While this could be a sunk-cost fallacy in action, it could eventually yield the audience the game’s mechanical depth deserves. Shift focus toward the inevitable Destiny 3 or another project, mitigating the escalating opportunity cost and cutting their losses, so to speak. Doing both is an expensive proposition, given the high overhead and burn rate of operating out of Bellevue, Washington. With Sony recently demonstrating a lower threshold for underperforming studios and projects, the margin for error has vanished. Whatever happens, the next six months will determine whether Marathon becomes a cornerstone of Sony’s live-service portfolio or a cautionary tale of vision exceeding accessibility. I’m hoping it’s the former, because Marathon rocks. As always, hit subscribe to get updates on Marathon and other relevant games. Subscribe 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!]
Hundreds of GPs tell BBC they have never refused a sick note over mental health concerns
The number of fit notes issued has been rising, with more than 11.2m approved in England last year.
Mass. business owner indicted in alleged $1.2M tax evasion scheme
A Massachusetts business owner is facing charges for allegedly falsifying tax records and failing to pay more than $1.2 million in income tax.
Former Las Vegas business owner faces prison time for not paying $1.2M in taxes
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Bar, commercial and industrial: See 21 latest business, apartment, land sales ($2K to $1.2M)
See a list of property sales in Onondaga County other than residential homes.