Kingdoms of Amalur: Reckoning

Global Total as of 05th Apr 2014 (units): 0.79m
Platform: Xbox 360Also on: PlayStation 3, Microsoft Windows
Developer: 38 Studios Genre: Role-Playing

Global First Ten Weeks (Units)

Week EndingWeekWeeklyChangeTotal
11th February 20121290,603N/A290,603
18th February 2012292,255-68.3%382,858
25th February 2012341,623-54.9%424,481
03rd March 2012420,761-50.1%445,242
10th March 2012515,050-27.5%460,292
17th March 2012612,268-18.5%472,560
24th March 201279,655-21.3%482,215
31st March 2012810,4468.2%492,661
07th April 2012915,47048.1%508,131
14th April 20121014,980-3.2%523,111

Global Annual Summary (Units)

YearYearlyChangeTotal
2012686,860N/A686,860
201393,771-86.3%780,631
201413,614-85.5%794,245

External Links

Comments

pots555 (on 03 September 2012)
Such a good game. I can't believe it
didn't sell more units.
T.Rexington (on 23 July 2012)
I agree with Pugs, the game can hit 2
million but it'll still be a flop
because it failed to sell 2 million when
it was $60 on retail, the most important
time of a game's life. Just because
they move units at $5-$20 doesn't mean
it's gonna be profitable at the end of
the day.
usrevenge (on 16 July 2012)
probably one of the best games this
year. it deserved more. I think they
tried to hard on the story and pushed
the budget way higher then it needed to
be.
Mr Puggsly (on 20 June 2012)
@ Horrorfest - Most big budget MMOs fail
or get lost in obscurity. Just like this
game.

So I fail to see your point.
Horrorfest (on 14 June 2012)
You don't know anything, most of the
money they spent was on their MMO. This
did not cost them 300 million.
View all