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Phantom Blade Zero earns $223 million revenue on Steam and PlayStation

Phantom Blade Zero earns $223 million revenue on Steam and PlayStation

Phantom Blade Zero reached an estimated $223 million on Steam and PS5 after five days, with markets outside China, Hong Kong, and Taiwan contributing the larger revenue share.

Written by
Henrique Caiano
Updated
Reading time
3 min
Topic
News
Steam leads the estimated sales total

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Phantom Blade Zero reached an estimated $223 million in Steam and PS5 sales revenue five days after its October 29 launch, with most of that money coming from outside China, Hong Kong, and Taiwan.

Developer S-Game has separately announced more than 4 million copies sold within 72 hours. The later estimates put an international revenue breakdown behind that official sales milestone.

Steam leads the estimated sales total

The five-day estimate puts combined sales at 4.3 million copies, with Steam accounting for the larger portion. The platform breakdown is:

  • Steam: 3.1 million copies.
  • PlayStation: 1.2 million copies.

That puts Phantom Blade Zero 10th among new 2026 releases by estimated premium revenue across Steam, Xbox, and PlayStation. It reached that position without an Xbox release, drawing its sales from two of the platforms covered by the ranking.

Regional pricing changes which markets lead

China, Hong Kong, and Taiwan account for 55% of estimated copies sold, but 45% of revenue. Markets outside that grouping contributed roughly $123 million through 2 million copies. That overseas category includes Japan, South Korea, and other Asian markets.

The difference between unit sales and revenue appears on both platforms:

PlatformCopies sold in China, Hong Kong, and TaiwanRevenue from those markets
Steam56%47%
PlayStation50%40%

Regional pricing explains the gap. Phantom Blade Zero has a US base price of $59.99, with buying options covered in the editions and pricing guide. Its equivalent price in China is $40.31, or 32.8% below the US price. In Hong Kong, it is $41.80, a 30.3% difference.

A purchase at the Chinese regional price therefore contributes less revenue than a purchase at the US base price. Counting copies alone misses that difference, particularly when comparing markets with substantially different prices.

Even with China, Hong Kong, and Taiwan excluded, Phantom Blade Zero would still place among 2026's top 20 new games by premium revenue across Steam, Xbox, and PlayStation. Its international business is substantial in its own right.

US spending accelerated before launch

Steam pre-orders initially leaned heavily toward China. When they opened in mid-August, China accounted for nearly 70% of Steam revenue, with its share hovering around 68% throughout the month.

The August 18 State of Play increased spending across several markets. Daily US Steam revenue rose from $72,000 to $146,000, while China's grew from $237,000 to $892,000. Revenue elsewhere more than doubled, too, but China's larger jump kept its share around 68%.

Review publication on October 26 coincided with another sharp US increase. Daily Steam revenue there climbed through these figures:

  • October 25: $106,000.
  • October 26: $230,000.
  • October 27: $463,000.
  • October 28: $899,000.

Positive reviews and subsequent word of mouth helped bring in buyers beyond China. On launch day, the US and the rest of the world combined generated more daily revenue than China for the first time in the game's pre-order and launch period.

Phantom Blade Zero is a martial arts action RPG rooted in Chinese wuxia, following the warrior Soul through assassins and conspiracies. Players starting that journey can find practical resources in the Phantom Blade Zero guide collection.

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