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Control Resonant lifted Remedy's quarterly revenue by 226%

Remedy's Q3 2026 revenue hit €39.6 million, up 226%, as Control Resonant sold 1 million copies in three weeks and swung the studio to a €579,000 operating profit.

Control Resonant helped Remedy triple its quarterly revenue
Control Resonant helped Remedy triple its quarterly revenueSammy-Sander / pixabay

Patch notes

  • Remedy earned €39.6 million in Q3 2026, up 226% year over year.

  • Game sales and royalties brought €35.3 million, a 484.2% increase.

  • Operating profit of €579,000 replaced a €16.4 million loss from Q3 2025.

  • Control Resonant sold over 1 million copies in three weeks, a company record.

  • 2.4 million players have Control Resonant on their wishlists.

Remedy Entertainment earned €39.6 million between July and September 2026 — a 226% jump over the same quarter last year, driven almost entirely by the launch of Control Resonant. The Finnish studio laid out the numbers in its latest financial report, and they mark a sharp turn for a company that was deep in the red twelve months ago.

Where the money came from

Game sales and royalties delivered €35.3 million of that total, up 484.2% year over year — roughly five and a half times the prior figure. The remaining €4.3 million came from partners funding development. That bucket includes payments from Rockstar Games for the Max Payne 1&2 remake and the final installment from Annapurna Interactive for work on Control Resonant itself.

The quarter closed with an operating profit of €579,000. That sounds modest. Context makes it matter: in the same period of 2025, Remedy posted a loss of €16.4 million. The swing exceeds €17 million, and the company also reported positive cash flow for the quarter.

What does this change for Remedy's pipeline?

It buys breathing room. Remedy did not disclose current sales figures for Control Resonant, but it reiterated that the game sold more than 1 million copies in its first three weeks — the fastest pace in the company's history. Another 2.4 million players have the game on their wishlists, which signals headroom for continued sales into future discounts and content drops.

The geography of those sales is worth noting for anyone tracking market priorities:

  • Almost half of Control Resonant's sales came from the United States.
  • On PC, the top three markets were the US, China and the United Kingdom.
  • On console, they were the US, the United Kingdom and Canada.
  • The console version also overperformed in Brazil.

The rest of the portfolio was quieter

Alan Wake had a relatively flat third quarter, with no new releases to move the needle. FBC: Firebreak, the co-op shooter that underperformed at launch, actually earned less than it did in the same quarter last year. Control Resonant is currently carrying the catalog almost single-handedly.

That concentration cuts both ways. One breakout title can flip a company from a €16.4 million loss to profitability in four quarters. But a launch-driven revenue spike fades without a follow-up, and Remedy's own framing acknowledges this — the studio says it hopes to demonstrate revenue growth again by the end of the year.

The wishlist figure of 2.4 million is the number to watch next. If Remedy converts even a fraction of it through holiday promotions, the fourth quarter could confirm that Control Resonant is a durable franchise base rather than a one-time spike. Rockstar's continued payments on the Max Payne remake, meanwhile, give the studio partner-funded revenue while its next projects mature.

via investors.remedygames.com (Original)

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News editor covering technology and product news in video game industry at Game Dev Wire.

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