Sony’s latest earnings report keeps the PlayStation business looking strong. The company says Insomniac Games’ Marvel’s Wolverine had sold 2.4 million copies by November 4, 2026, roughly 50 days after launch.
It got off to a good start. Sony says Marvel’s Wolverine reached 1.9 million copies in its first three days and brought in about $130 million in revenue. Still, some of Sony’s biggest exclusives moved faster: Marvel’s Spider-Man 2 sold 2.5 million on day one, Ghost of Yotei reached 3.3 million in 32 days, and Uncharted 4: A Thief’s End sold 2.7 million in a week, all according to Sony. For anyone who follows first-party sales, that helps place Wolverine a little more clearly. It was still the best-selling game in the U.S. in September 2026 and Sony’s biggest launch-month dollar seller since Helldivers II. Comparisons with Nintendo’s Rhythm Heaven Groove, which stands at 2.89 million, also need a bit of context, since Nintendo launched that game on July 2, roughly two months earlier.
The rest of Sony’s report fills in the broader picture: 97.9 million PlayStation 5 shipments, 127 million active PlayStation Plus users, and about $3.95 billion in gaming profit, up 45% from a year earlier, again according to Sony. Marvel’s Wolverine looks like a solid result, not a flop, though maybe still short of the kind of return a rumored budget near $300 million would call for. Europe was 51% physical overall. The UK leaned digital, France leaned physical, and Japan’s physical debut was softer. Mixed reviews, along with the backlash around the game, may also have put a ceiling on its momentum.
Author: Emmanuel Bosque
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"en-US": "Emmanuel Bosque covers video games at Softonic: releases, the updates that quietly turn a game into a different one, and an industry that rarely announces its moves in advance. He writes for the person who is going to play, not the person who is going to argue: what you can play today, on which platform, and whether it is worth the download. He is part of Softonic's editorial team and works daily with AI tools in content production.",
"es-ES": "Emmanuel Bosque cubre videojuegos en Softonic: lanzamientos, actualizaciones que convierten un juego en otro sin decirlo y los movimientos de una industria que casi nunca avisa. Escribe pensando en quien va a jugar, no en quien va a discutir: qué se puede jugar hoy, en qué plataforma y si de verdad merece la descarga. Forma parte del equipo editorial de Softonic y trabaja a diario con herramientas de IA en la producción de contenido.",
"fr-FR": "Emmanuel Bosque couvre les jeux vidéo chez Softonic : sorties, mises à jour qui transforment discrètement un jeu en un autre, et une industrie qui prévient rarement à l'avance. Il écrit pour celui qui va jouer, pas pour celui qui va débattre : ce qui est jouable aujourd'hui, sur quelle plateforme, et si le téléchargement en vaut la peine. Il fait partie de l'équipe éditoriale de Softonic et travaille au quotidien avec des outils d'IA dans la production de contenu.",
"it-IT": "Emmanuel Bosque si occupa di videogiochi su Softonic: uscite, aggiornamenti che trasformano un gioco in un altro senza dirlo e un'industria che quasi mai avvisa in anticipo. Scrive per chi ha intenzione di giocare, non per chi ha intenzione di discutere: cosa si può giocare oggi, su quale piattaforma e se vale davvero il download. Fa parte del team editoriale di Softonic e lavora ogni giorno con strumenti di IA nella produzione dei contenuti.",
"nl-NL": "Emmanuel Bosque schrijft bij Softonic over videogames: releases, updates die een spel stilletjes in een ander spel veranderen, en een industrie die haar stappen zelden vooraf aankondigt. Hij schrijft voor wie gaat spelen, niet voor wie gaat discussiëren: wat je vandaag kunt spelen, op welk platform en of de download het waard is. Hij maakt deel uit van de redactie van Softonic en werkt dagelijks met AI-tools in de contentproductie.",
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"pt-BR": "Emmanuel Bosque cobre games na Softonic: lançamentos, atualizações que transformam um jogo em outro sem avisar e uma indústria que raramente anuncia seus movimentos com antecedência. Escreve para quem vai jogar, não para quem vai discutir: o que dá para jogar hoje, em qual plataforma e se vale mesmo o download. Faz parte da equipe editorial da Softonic e trabalha diariamente com ferramentas de IA na produção de conteúdo."
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