Eddie-Griffin
Banned
(Thread to be updated as sales are revealed/leaked/announced)
As we all know, the new generation of VR has been around proper since about 2015 in terms of trying to seriously engage the market, and while between 6-7 million Gears sold, 5 million PSVR1's, sold, over 15 maybe near 20 million Quest 2's shipped, and everything in between, there has been a major question regarding software.
How has VR software been doing during this entire time? This thread will list the Diamond million selling VR games that have been announced so far. This will give people perspective on how software in the VR market is doing, and what people are buying or not buying. Here is the current list below in order of sales based on the most recent data(not final),
Many of the games listed reached their sales goals over a period of time, meaning that their sales are pretty much done. Though more recent releases like Beat Saber are excluded from that having sold over 4 million as of 2021, so by now it may be over 5 million or more but Facebook is keeping quiet on that for now. It is currently the best selling game in VR.
There's one PSVR1 exclusive on here, Resident Evil 7 VR. Although while it's not clear what constitutes "users" in this case, Resident Evil 7 reached this milestone on PSVR1 in January 19th 2021. While we don't know if it's the best selling PSVR1 game compared to games like Beats Saber or other cross-platforms, I would say it's likely its at minimum second, and clearly the best selling exclusive. This may give us a preview of how Resident Evil Village may perform although things are different now compared to when RE7 VR first released in the VR market, so time will tell.
RE7 was actually on the quest as well, and it seems that contributed to its user count. We had some games sell well frontloaded like Space Pirate and Boneworks but then they crashed and burned. Rec Room uses "unique" users which may or may not translate to real sales, but it had an active presence for the time, but then players kind of stopped using it.
Gorn and Moss both sold 1 million, and both have sequels coming. It will be interesting to see how well those end up doing.
Skyrim was close to 1 million at the time of that article, but people have been buying Skyrim VR since then so I think it's safe to say it crossed over that threshold at least.
The newest entrant is Among US VR. It launched just in November and sold over 1 million within 3 months from launch. 2nd fastest selling VR games. The question is is it frontloaded or will it keep up momentum and be the next 2 million seller since SuperHot VR?
Anyway, these sales might seem low based on the amount of hardware sold over the years, and if you think that you would be correct. Software does need some work in the VR market. It's been ~8years since 2015 and we are seeing improvement. This year is going to have several new VR headsets releasing and there will be a push in software to entice consumers to buy one headset over another, so this may be a good year to see if software will finally start taking off.
As we all know, the new generation of VR has been around proper since about 2015 in terms of trying to seriously engage the market, and while between 6-7 million Gears sold, 5 million PSVR1's, sold, over 15 maybe near 20 million Quest 2's shipped, and everything in between, there has been a major question regarding software.
How has VR software been doing during this entire time? This thread will list the Diamond million selling VR games that have been announced so far. This will give people perspective on how software in the VR market is doing, and what people are buying or not buying. Here is the current list below in order of sales based on the most recent data(not final),
- Gorilla Tag VR - 5 million "players" (as of Dec 2022)
- Beat Saber - Over 4 million copies (as of Feb 2021)
- Super Hot VR - 2 million copies
- *Half-life Alyx - ~2 million (*Unconfirmed Also free with Vive, Vive Controllers, or select HTC headsets)
- Rec Room - 2 million ("Unique users")
- Resident Evil 7 VR - 1.17 million "users" (PSVR1, Capcom does not define "users" however over 1 million claimed.)
- Job Simulator - 1 million copies
- Among Us VR - 1 million copies (within first 3 months released Nov 2022)
- CREED Rise to Glory - 1 million copies
- Gorn - 1 million copies
- Moss - 1 million copies
- Skyrim VR - ~1 million copies
- The Wizards VR (entire franchise) - 200k
- Space Pirate Trainer - 150k
- Boneworks - 100k (First week, no reports after)
- Deisim: VR god simulator - 30k
Many of the games listed reached their sales goals over a period of time, meaning that their sales are pretty much done. Though more recent releases like Beat Saber are excluded from that having sold over 4 million as of 2021, so by now it may be over 5 million or more but Facebook is keeping quiet on that for now. It is currently the best selling game in VR.
RE7 was actually on the quest as well, and it seems that contributed to its user count. We had some games sell well frontloaded like Space Pirate and Boneworks but then they crashed and burned. Rec Room uses "unique" users which may or may not translate to real sales, but it had an active presence for the time, but then players kind of stopped using it.
Gorn and Moss both sold 1 million, and both have sequels coming. It will be interesting to see how well those end up doing.
Skyrim was close to 1 million at the time of that article, but people have been buying Skyrim VR since then so I think it's safe to say it crossed over that threshold at least.
The newest entrant is Among US VR. It launched just in November and sold over 1 million within 3 months from launch. 2nd fastest selling VR games. The question is is it frontloaded or will it keep up momentum and be the next 2 million seller since SuperHot VR?
Anyway, these sales might seem low based on the amount of hardware sold over the years, and if you think that you would be correct. Software does need some work in the VR market. It's been ~8years since 2015 and we are seeing improvement. This year is going to have several new VR headsets releasing and there will be a push in software to entice consumers to buy one headset over another, so this may be a good year to see if software will finally start taking off.
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