ADDEDb221rel/market-data3 min read
Remedy's Control Resonant draws a player base that's half new to the franchise
Remedy's Q3 FY2026 revenue hit €39.6 million, up 226% year-on-year, with half of Control Resonant buyers new to the franchise and 2.4 million wishlists still unconverted.

Patch notes
Q3 FY2026 revenue of €39.6 million ($44.3M), up 226% from €12.2 million a year earlier
EBITDA of €6.8 million and operating profit of €0.6 million
About half of Control Resonant purchasers never played the original Control
Resonant is Remedy's first self-published game, with 2.4 million outstanding wishlists
Console players in Brazil emerging as a growth market since pre-orders began
Remedy Entertainment posted €39.6 million (roughly $44.3 million) in revenue for the third quarter of fiscal year 2026, a 226% jump from €12.2 million in the same quarter of 2025. The Finnish studio reported €6.8 million in EBITDA (earnings before interest, taxes, depreciation and amortization) and €0.6 million in operating profit, with the launch of Control Resonant driving the surge.
The sharper story sits in the customer data. Roughly half of Control Resonant's purchases to date came from players who never played the original Control. For a studio that has historically leaned on a loyal, cult-following fanbase, that conversion ratio signals genuine audience expansion rather than a fanbase recycling itself.
What does the franchise reach mean for Remedy?
CEO Jean-Claude Gaudechon framed the figure as strategic validation. "Reaching new players was a key goal for this game, and these early results indicate a growing audience for the franchise and for Remedy," he told investors. He also confirmed that Resonant is the studio's first fully self-published title — meaning Remedy keeps the margin and the customer relationship, but also carries the marketing risk itself.
The context matters. Many developers have reported throughout 2026 that finding new audiences is increasingly hard, with player data showing people sticking with existing favorite games rather than buying new ones. Remedy bucking that trend, per its own purchase data, is the operational takeaway here: a sequel can still pull in newcomers if distribution and marketing line up.
Brazil and growth markets deliver
Console players in Brazil are becoming a bigger market for Remedy's games, the company said. Gaudechon attributed the trend to traction in "growth markets" since the pre-order campaign began. The studio had already seeded the region — Control Resonant creative director Mikael Kasurinen held a meet-and-greet with players at Gamescom LATAM earlier this year.
No regional revenue split was disclosed, so the Brazil signal remains directional rather than quantified.
Back catalogue gets a lift — by how much, unclear
New players often backfill a franchise's older titles. Remedy said sales of the original Control "exceeded both the comparison period and the first two quarters of this year," but provided no figures. The back-catalogue halo is real; its size is not yet measurable.
2.4 million wishlists still on the table
Control Resonant carries 2.4 million outstanding wishlists, and Remedy intends to work through them. "Our priority now is to get CONTROL Resonant into the hands of more players," the company said. "Excellent player reviews, penetration in all our target markets and a substantial outstanding wishlist base give a solid foundation for the game's longer-term sales potential, supported by both organic visibility as well as our targeted marketing activities."
Spending will stay tight, though. "As with the launch, we will invest with discipline, prioritizing actions with a clear return," Remedy stated — a signal that the self-publishing budget won't balloon chasing the wishlist base.
Watch the next quarterly report for two numbers: conversion of that 2.4 million wishlist base into sales, and the first quantified read on Control back-catalogue uplift.
via investors.remedygames.com (Original)
More from Priya Raman
Show full bio
Market editor covering technology and product news in video game industry at Game Dev Wire.
188 articles