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CONTROL Resonant hits one million sales and becomes Remedy's fastest-selling game ever

CONTROL Resonant has officially become the fastest-selling game in Remedy Entertainment's 31-year history. The supernatural action RPG passed one million copies sold on October 15, just three weeks after its September 24 launch. Remedy's November 3 financial report also confirms quarterly revenue of €39.6 million.

By Maëlle CONTROL Resonant
CONTROL Resonant hits one million sales and becomes Remedy's fastest-selling game ever

Remedy Entertainment has spent years building a reputation for unusual worlds, complicated stories and games that sometimes take their time finding a large audience. CONTROL Resonant has broken that pattern, at least in terms of its initial sales.

The studio's November 3 business review confirms that the sequel surpassed one million copies sold worldwide on October 15. It took just three weeks to reach the milestone, making Resonant the fastest-selling release in Remedy's history.

The milestone itself was originally announced in October, when the game's physical editions arrived. What makes this week's financial report more substantial is the detail it provides about how the launch affected Remedy's business and who actually bought the game.

Seven days of sales helped transform the quarter

Remedy generated €39.6 million in revenue between July and September, compared with €12.2 million during the same period in 2025. That represents year-over-year growth of 226%.

CONTROL Resonant launched digitally on September 24. Only its first seven days on sale, along with the relevant preorders, were included in the third-quarter figures. The million-unit milestone was reached after the quarter had already ended.

Operating profit reached €0.6 million, reversing a €16.4 million operating loss recorded one year earlier. The operating margin was still modest at 1.5%, reflecting the costs associated with launching and self-publishing a major production.

Game sales and royalties accounted for €35.3 million in quarterly revenue. Another €4.3 million came from development fees, including work on the Max Payne 1 & 2 remake and the final development fee accrual connected to CONTROL Resonant's partnership with Annapurna Pictures.

A much larger audience than the original fan base

Remedy estimates that close to half of CONTROL Resonant players were new to the Control franchise. That is an important result for a sequel that deliberately changed several elements of the original game's formula.

Dylan Faden replaces his sister Jesse as the playable protagonist, while the setting expands from the Oldest House into a distorted version of Manhattan. Combat also shifts toward more physical encounters built around Dylan's supernatural abilities and the shapeshifting Aberrant weapon.

Those decisions made Resonant substantially different from the 2019 original. The new audience figures suggest that Remedy has succeeded in reaching players who were not already attached to Jesse Faden's adventure.

The United States accounted for nearly half of the game's sales across PC and console platforms. On PC, Chinese-speaking regions and the United Kingdom were important secondary markets. The United Kingdom, Canada and Brazil also featured prominently in Remedy's console sales data.

Positive ratings and millions of remaining wishlists

The commercial results arrived alongside strong player ratings. Remedy reported that 91% of Steam user reviews were positive as of November 2. The game also held a 4.7 out of 5 average user rating on PlayStation 5 and an 8.8 out of 10 Metacritic user score.

Its combined Metacritic critic rating stood at 83, according to the company's report. These figures reflect different platforms and rating systems rather than a single universal measure of reception.

Another 2.4 million outstanding wishlists remain, giving Remedy a substantial pool of potential future customers. Wishlists are expressions of interest rather than committed purchases, however, so they cannot be counted as projected sales.

The studio intends to continue supporting commercial momentum through targeted marketing and organic visibility. Its immediate objective is to convert some of that remaining interest into purchases.

A milestone for Remedy's publishing strategy

CONTROL Resonant is particularly significant because it is Remedy's first self-published game of this scale. Annapurna Pictures contributed financing and co-production support, while Remedy retained responsibility for publishing its own franchise.

That arrangement changes the economics of a major launch. Remedy participates more directly in game sales revenue, but it also incurs publishing-related expenses and bears more responsibility for marketing costs.

The company continues developing the Max Payne remakes for Rockstar Games, alongside other projects in its pipeline. Its existing Control catalogue also benefited from renewed attention surrounding the sequel.

Remedy has cautioned that sales throughout the remainder of 2026 will ultimately determine its full-year financial performance. The initial results provide momentum, not a guarantee of long-term profitability.

For CONTROL Resonant, the historical sales record is already established. Three weeks were enough to cross one million copies, and Remedy's own audience data suggests that the series is no longer relying primarily on players who discovered it in 2019.