Wednesday, May 13th 2026

Saros Estimated To Have Sold 300,000 Units in 2 Weeks With High Daily Active Players

When Saros launched in late April, it was very positively received, with both reviewers and players raving about the game's combat, movement, replayability, and engaging meta progression mechanics. Despite the strong showing in reviews, however, it seems as though the roguelike hasn't sold quite the numbers that Sony and Housemarque might have expected. Estimates by Alinea Analytics put sales figures for Saros at around 300,000 units and $22 million in revenue, underperforming its predecessor, Returnal—although that game launched at a different time, when PS5 games were more sparse.

In a way, it's almost to be expected that a third-person bullet hell roguelike might not sell with the same fervor as something like the recent Crimson Desert, which racked up over 5 million sales in its first month, or Resident Evil Requiem, which sold over 6 million copies in just over two weeks; Saros is in a much more niche genre than even the single-player horror of Resident Evil, it's a less well-established franchise, and it carries a premium $70 price tag. That said, the data also suggests that, even two weeks after launch, Saros still has a daily active player count over 100,000, echoing the strong replayability characteristics pointed out in early reviews. It's also worth noting that Saros may launch on PC at a later date, which would likely see a fresh wave of sales for the game. Alinea estimates that as much as $13 million of Returnal's revenue was earned on Steam, even though it launched on PC two years after the PS5 launch.
Source: Alinea Analytics
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16 Comments on Saros Estimated To Have Sold 300,000 Units in 2 Weeks With High Daily Active Players

#1
lexluthermiester
Never heard of this title. 300k x $70? That's not a bad financial performance given what must have been the dev costs.
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#2
Mrgravia
lexluthermiesterNever heard of this title. 300k x $70? That's not a bad financial performance given what must have been the dev costs.
I love the devs and Returnal, but this arrived right around the time of other major releases that drained my wallet.

Will pick it up later in the summer though.
Posted on Reply
#3
scottslayer
Can I get a quote from not Alinea thanks
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#4
GenericUsername2001
lexluthermiesterNever heard of this title. 300k x $70? That's not a bad financial performance given what must have been the dev costs.
That would be gross revenue of $21 million. The reported development budget for the game is ~$76 million. I would call that pretty bad sales figures, needs another ~800k full priced sales to hit the break even point.
Posted on Reply
#5
Kohl Baas
I'm planing buying it too...


...as soon as it arrives on Windows/StamOS...

Untill then, their loss...
Posted on Reply
#6
cfenton
The price is just too high, especially without refunds available. I didn't like Returnal, but I've heard Saros fixes a lot of my complaints. I'd like to give it a try, but it's more like a $30 game to me.
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#7
TheinsanegamerN
Add me into the group that has no idea what this game is and never heard of it before. Being PS exclusive is part of it but I swear corporations just....forgot how to market things the last few years.
GenericUsername2001That would be gross revenue of $21 million. The reported development budget for the game is ~$76 million. I would call that pretty bad sales figures, needs another ~800k full priced sales to hit the break even point.
You also have to factor in Sony's 30% cut of revenue, and of course taxes too. So much like movies, as a rule of thumb games need to make at least double their development budget to break even and 2.5-3x to be reasonably profitable.

For Saros, that means at least 2.2 million copies sold at $70 each just to break even, and 3.3 million to be reasonably profitable. They are about 10% of the way there.
Posted on Reply
#8
Hereticbar
TheinsanegamerNAdd me into the group that has no idea what this game is and never heard of it before. Being PS exclusive is part of it but I swear corporations just....forgot how to market things the last few years.

You also have to factor in Sony's 30% cut of revenue, and of course taxes too. So much like movies, as a rule of thumb games need to make at least double their development budget to break even and 2.5-3x to be reasonably profitable.

For Saros, that means at least 2.2 million copies sold at $70 each just to break even, and 3.3 million to be reasonably profitable. They are about 10% of the way there.
These days marketing cost can take up anywhere from 20-40% of the total development budget of making the game. I think Sony has a rough idea how much the game will make, and probably made the decision not to invest too heavily in marketing the game. Also with highly anticipated games like Pragmata releasing in April and in May we have 007 First Light and Forza Horizon 6, marketing spending can only go so far.

No, they don't have to worry about "Sony's 30% cut of revenue". The game studio that made the game is a part of PlayStation Studios.
Posted on Reply
#9
cinemaware
Its deffinitely worth asking how exactly does Alinea arrive at these figures. On the other hand, perhaps the audience for a console AA roguelite bullet hell game just isn't big enough. Retrunal did well but that might be down to the fact that it a heavy advertised supposed AAA exclusive which PS5 audience was starved for in the beginning of its life-cycle.
Posted on Reply
#10
lexluthermiester
GenericUsername2001The reported development budget for the game is ~$76 million.
Citation or didn't happen. And no, the original substack article doesn't count. All you did was parrot what they said.
Posted on Reply
#11
TheinsanegamerN
lexluthermiesterCitation or didn't happen. And no, the original substack article doesn't count. All you did was parrot what they said.
Demanding evidence after refusing to accept cited evidence sure is a choice, what I'm wondering is why anyone would answer you in a serious manner after that.
Posted on Reply
#12
lexluthermiester
TheinsanegamerNDemanding evidence after refusing to accept cited evidence sure is a choice
Quoting a website article that didn't cite a verifiable source is NOT evidence. Stop trolling.
Posted on Reply
#13
TheinsanegamerN
lexluthermiesterQuoting a website article that didn't cite a verifiable source is NOT evidence.
If you believe the quote is erroneous you are free to debunk it. If all you can do is scream into the void "no no no i dont accept this nooooo" then you should take your own advice:
lexluthermiesterStop trolling.
Posted on Reply
#14
lexluthermiester
TheinsanegamerNIf you believe the quote is erroneous you are free to debunk it. If all you can do is scream into the void "no no no i dont accept this nooooo" then you should take your own advice:
I didn't make the claim, the onus is NOT on me to disprove it.
Posted on Reply
#16
lexluthermiester
OnasiHousemark CEO is quoted as saying the budget is “tens of millions of euros”, which can be obviously whatever, but probably above 20 mil.
www.videogameschronicle.com/news/housemarques-ceo-reveals-pivotal-role-of-sony-acquisition-in-enabling-saros-development/
See, this is a proper citation. Thank You sir. 20 or 25 million euro's seems a much more reasonable dev budget for a game like this. Assuming that's accurate, they have either hit the break even point or soon will. everything after that will be profit. In looking for the info you found I discovered that this game is fairly popular and seems to be maintaining momentum. I suspect they're going to make a fair amount of money on this game.
TheinsanegamerNIf you believe the quote is erroneous you are free to debunk it. If all you can do is scream into the void "no no no i dont accept this nooooo" then you should take your own advice:
See the comment above by Onasi? THAT is how you respond in a civil fashion. Your silly nonsense is not. Just throwing it out there.
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