Superhot VR has totaled $2 million in sales during the last week of 2019, specifically during the week of 22 to 29 December. The $2 million figure includes holiday revenue across all platforms including the Oculus Rift and Quest, HTC Vive, and Steam-compatible headsets as well as PSVR.
The sale of Activision’s cloud gaming rights to Ubisoft substantially addresses previous concerns and opens the door to the deal being cleared, the CMA said today.
Well at least this drama will be over in the next few weeks. Got to laugh at the CMA though, clearly just looked for a way to save face and act like they achieved anything remotely meaningful.
Congrats! Definitely a must buy VR game.
Woah. I mean, if I had a VR console I'd want to play that game as well, but still, that's... impressive.
Good to see VR selling well, and it's a great game.
I'd like to play it more but it's one of the few VR games I have where you need to move around on foot and I don't really have the space for that.
I've mentioned this before. Journalists And bloggers just aren't covering VR the same way they cover controller/couch gaming.
There are smaller developers making money in VR when done right. Super Hot has already sold over 2 million copies. And as more gamers jump into VR, they announce they made $2 million dollars "in a week" of 2019. Adding to their sales. Bone works developer made $3 million dollars in their first week of launching. Beat Saber has already sold over a million copies and was recently purchased by Facebook. They were making money. Fast money.
Owlchemy Labs when they first came out in 2017, made $3 million dollars on job simulator.
https://www.google.com/amp/...
It's 3 years later after they were purchased by Google and launched Vacation Simulator. Obviously they made money. You don't buy companies that don't make money.
https://www.google.com/amp/...
Are these GTA dollars or GOW dollars or COD dollars? No. But if we were to add up the Astrobot money, Skyrim, RE7, Blood and Truth, Raw Data, Vader Immortal, Asgard's Wrath, etc, etc. That's money.
M-O-N-E-Y. There are individuals that think it has to be big name games to make money in VR. Or the reason not to do VR because there's no money to be made. But they forget about the little guys or the smaller releases that make up the game industry. Are there failures? Sure. Like early in VR's life when the Eve Valkyrie dev expected instant sales from *online only* games. There wasn't a whole lot of headsets out there to force online only. So they bolted. I won't buy Sparc for that very reason that they abandoned VR and it's basically online only. Same thing happened to Rigs. Their lesson is that single player games still sell and they should have started there. And as players increased, then introduce online.
The game industry is made up of more than just AAA games. All those other pennies(Indies) out there tossed together into the piggy bank, results in a big chunk of change when you take it to the bank. As VR grows, so does the money. M-O-N-E-Y.
I've played both iterations and VR is really how it should be played it's a fantastic game the Devs really understand what makes VR so fun