If the 400k sales is true, and the 700k premium edition as of October 10th is true, we'd be at around 400k sales and 900k-1m premium edition upgrades right now as of October 30 most likely. So 400k times an average price of lets say $80 ($70 for standard and $100 for people who bought premium edition to start with equals $32m. 900k x $30 is $27m. So $55m in direct revenue so far. What we don't know is how many Gamepass sub it drove or how many months they stay subbed for, one of the day one Gamepass factors that go into a success formula.
We're probably tracking towards 3x this nearly first month revenue figure lifetime, so $165m in direct revenue lifetime. Add on whatever the revenue is from Gamepass subs the game caused, against a $400m budget figure, which likely isn't that high because it appears to be the entire studio's spending over the 6 years Gears E-Day was in development for, which includes toolsets being built for Unreal 5 development across all Xbox studios and at least 3 non-Gears games being directly assisted on by The Coalition.
Last edited by shikamaru317 - 8 hours ago








