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Control Resonant is the Fastest-Selling Game in Remedy's History

Control Resonant is the Fastest-Selling Game in Remedy's History - News

by William D'Angelo , posted 1 hour ago / 248 Views

Remedy in its latest earnings report released today revealed Control Resonant is the fastest-selling game in its history. As previously reported, the game had sold over one million units worldwide as of October 15.

Control Resonant released for the PlayStation 5, Xbox Series X|S, and PC via Steam, Epic Games Store, and Microsoft Store on September 24.

"Control Resonant was launched in great quality to an enthusiastic player reception," reads the earnings report. "On October 15, 2026, the day of the physical release, and three weeks after launch, it passed one million copies sold worldwide, making Control Resonant the fastest selling game in Remedy’s history.

"The game received a combined Metacritic rating of 83. Players have responded even more positively with a Metacritic user score of 8.8/10, the latest Steam user rating at 91% positive and 4.7/5 user rating on average on PlayStation 5. Ratings are based on November 2, 2026 data. Players also voted Control Resonant the top new game of September 2026 in PlayStation’s Players’ Choice poll.

"Critics highlighted the gameplay, strong level design, artistic ambition, and Remedy’s willingness to take creative risks and surprise its players. We see the game as an excellent entry into the large action-RPG genre. We are also pleased with the game's technical performance and the positive commentary over its scalability across a variety of PC hardware which meant a larger audience could enjoy Control Resonant. This is a testament to our in-house Northlight game engine, which enables the distinctive look and feel that has come to define Remedy’s games.

"We backed the launch with the largest marketing investment in our history. As planned, the campaign peaked in Q3, and it included many firsts for Remedy. Around the launch, we ran global digital campaigns alongside out-of-home advertising and partnered with PlayStation, NVIDIA and leading content creators. We also reached out to our growing communities in Asia and Latin America for the first time at this scale, giving local press and creators early access and bringing Control Resonant to live events. The campaign achieved global attention and was further amplified by significant organic media coverage. 

"The United States was Control Resonant’s largest market on both PC and consoles, by revenue and units alike, accounting for nearly half of all sales. On PC, Chinese-speaking regions and the United Kingdom ranked second and third, while on consoles the United States was followed by the United Kingdom and Canada. By console units, Brazil also reached the top three, reflecting the traction we have seen in growth markets since the pre-order campaign.  

"Based on analytic data, close to 50% of players were new to Control. Reaching new players was a key goal for this game, and these early result indicates a growing audience for the franchise and for Remedy. Outstanding wishlists currently stand at 2.4 million, providing a substantial potential audience for the future."


A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can follow the author on Bluesky.


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