Elden Ring Revenues Almost $2 Billion

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Elden Ring Revenues Almost $2 Billion

Elden Ring continues to show exceptional player engagement, with over 45% of Steam users playing more than 100 hours. Learn how the game performs across platforms.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

•

Updated Jun 9, 2026

Elden Ring Revenues Almost $2 Billion

Elden Ring has maintained strong engagement levels well beyond its initial release. Data from Alinea Analytics shows that over 45% of Steam players have logged more than 100 hours in the game. This indicates a level of dedication that is uncommon, even among top-tier role-playing games. The title, developed by FromSoftware, merges the studio's established approach to challenging combat with a more open-ended exploration format. This shift from the linear structure of the Dark Souls series contributed to a broader appeal without compromising the studio's reputation for difficulty.

Elden Ring revenues almost $2 billion

The game has achieved major commercial and critical success. It won Game of the Year at The Game Awards and holds one of the highest Metacritic scores to date. Sales figures reflect this strong performance, with over 30 million copies sold as of the most recent official announcement, with revenues approaching $2 billion. Current estimates place the total player count at 36 million across all platforms, with Steam accounting for 15.7 million of those players. This makes Steam the largest platform for Elden Ring, followed by PlayStation with 13.2 million players and Xbox with 7.4 million.

Elden Ring Revenues Almost $2 Billion

Elden Ring Revenues Almost $2 Billion

Expansion and lifecycle extension through Shadow of the Erdtree

FromSoftware extended the lifecycle of Elden Ring through additional content, most notably the Shadow of the Erdtree expansion released last June. This expansion introduced new content and maintained momentum among the existing player base. Analysis shows that 2.4 million copies of the expansion have been sold on Steam alone, resulting in $77 million in revenue.

The attach rate of 16.3% indicates a solid uptake among the existing player base, suggesting that a significant portion of players were actively looking to continue their in-game journey. The game's difficulty remains a defining feature, yet this does not seem to deter players. Steam and PlayStation both show that over 10% of players have unlocked all available achievements or trophies. This metric falls to 3.7% on Xbox, highlighting some variance across platforms but still reinforcing the general trend of strong engagement.

Elden Ring Revenues Almost $2 Billion

Elden Ring Revenues Almost $2 Billion

Anticipation builds for Elden Ring: Nightreign

Building on the momentum of the base game and its expansion, FromSoftware launched a new standalone title, Elden Ring: Nightreign. This $40 PVE roguelike has already generated interest among the existing player base. Available data shows that 2.5 million Steam users have added Nightreign to their wishlists, with 300,000 already purchasing the game.

Elden Ring: Nightreign recorded over 4 million copies sold within its first week of release, as previously reported. Despite receiving a mixed reception at launch, the title has demonstrated strong market performance and high user engagement, cementing its position as a successful follow-up in the Elden Ring franchise.

Notably, nearly 10% of Elden Ring's current Steam player base has shown intent to buy the new title, reflecting continued interest in the franchise. The release of a Nintendo Switch 2 version of Elden Ring is also in development, which could further increase its reach. The addition of new platforms and standalone titles indicates an ongoing strategy to build out the franchise while keeping its core gameplay and community intact.

Elden Ring Nightreign Sells 4 Million Copies

Elden Ring Revenues Almost $2 BillionElden Ring Revenues Almost $2 Billion

Comparative engagement with other leading RPGs

Elden Ring's engagement levels are notable even when compared to other high-performing role-playing games (RPGs). Steam data for Baldur's Gate 3 and Diablo IV provides context for Elden Ring's performance. Among players on Steam, 42.6% of Elden Ring users have logged between 100 and 500 hours. Baldur's Gate 3 shows a similar trend, with 32.3% in the same range, while Diablo IV trails slightly at 26.7%. These figures suggest that while all three games attract committed players, Elden Ring leads in mid- to long-range play sessions.

In the 500+ hour category, Diablo IV has a slight edge at 2.3%, possibly reflecting its structure built around seasonal updates and repetitive endgame content. In contrast, Elden Ring and Baldur's Gate 3 are designed more around story completion and build experimentation, which can still demand substantial time without necessarily encouraging endless grinding.

Elden Ring also has the highest percentage of players who played for less than an hour, indicating that the game's difficulty may have discouraged some new players early on. On PlayStation, there is a higher proportion of players in the under-five-hour group compared to Steam, possibly pointing to differences in platform user behavior or expectations.

Elden Ring Revenues Almost $2 Billion

Elden Ring Revenues Almost $2 Billion

Sustained demand for long-form premium titles

Despite increasing attention toward shorter or more accessible games, Elden Ring shows that there remains a strong market for complex, time-intensive titles. In a gaming ecosystem that often prioritizes live-service models and quick-play formats, FromSoftware has demonstrated that a premium, single-purchase title can still achieve widespread, sustained engagement.

The game's performance on multiple platforms, combined with steady interest in new content, highlights that long-form RPGs continue to hold value in a competitive and fragmented attention economy. While titles like Clair Obscur: Expedition 33 and Astro Bot show growing interest in shorter, indie-focused experiences, Elden Ring serves as a reminder that players are still willing to invest significant time into immersive, high-quality worlds, provided the content meets their expectations.

Eliza Crichton-Stuart author avatar

Eliza Crichton-Stuart

Head of Operations

Educational, Reports

updated

June 9th 2026

posted

June 9th 2026

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