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Less than a year after its release, Psyonix's car soccer simulator Rocket League has managed to drum up over $110 million in revenue while selling more than 5 million copies across PC and consoles.

Alex Wawro, Contributor

June 1, 2016

1 Min Read

Less than a year after its July 2015 release, Psyonix's car soccer simulator Rocket League has managed to drum up over $110 million in revenue while selling more than 5 million copies across PC, Xbox One and PlayStation 4.

"Our numbers are actually going up, not down," Psyonix exec Jeremy Dunham recently told Forbes. "Which is not very common for a game that's ten months old."

What especially intriguing is that those 5 million sales don't include the very large number of PlayStation Plus subscribers who were able to download Rocket League for free the month that it launched, which both drove a groundswell of interest in the game and did a number on its servers. 

At the time Psyonix founder Dave Hagewood told Gamasutra that he would "always wonder" how many sales Pyonix lost by making Rocket League a PlayStation Plus game at launch, but at GDC earlier this year Psyonix's Corey Davis described the deal as the "best decision we ever made."

To this day PlayStation 4 accounts for the lion's share of Rocket League's active playerbase -- 42 percent, Psyonix's Jeremy Dunham told Forbes -- but PC is currently the top-selling platform for the game. Going forward, Dunham says the studio's plan is to contine supporting the game as a service.

"We’re hoping it sets the tone for a lot of games, to be honest with you," Dunham told Forbes. "For people to hopefully look at Rocket League and say yeah that’s a really good way to support a game and support a community."

The game's community has flourished since its release, with Rocket League being embraced as everything from a teaching tool to an eSport. For deeper insight into the game's enduring design, check out Hagewood's Game Design Deep Dive on the rocket-jumping in Rocket League.

 

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