Marathon Server Slam Analysis: Sales, Player Count & Launch Outlook

by mark.thompson business editor

We are headed into Sunday night, the last evening that players can drop into Tau Ceti for Marathon runs after its server slam launched. The numbers are in, impressions have formed and I wanted to take a step back and analyze everything we’ve seen, from data to “vibes,” and what that may mean heading into next week’s actual launch.

Revenue – From what I can tell, Marathon seems like it may be a game that skews more toward a PC player population than console, though that remains to be officially seen. Marathon managed to crawl up to #3 in pre-sales on Steam in the US before the server slam even started. It did drop a decent way for a time after the event launched, but looking now on Sunday at the tail end of this, it’s back to being #4 behind only the smash-hit Resident Evil Requiem, Counter-Strike 2, and its rival ARC Raiders. That’s a solid result.

Playercount – The topped out at 143,000 concurrents, lower than ARC’s 190,000 open alpha numbers, which is not a great shock. It did shed players rapidly, however, losing 40% by day two, and going down each day since to end at a bit lower than half its peak near the end here. I think this is due to two main reasons, one being “bounce,” as players tried it, didn’t like it, and moved on. The other thing to consider is that we are less than a week from launch, and even those who are liking it don’t want to sink a bunch more time into a game that’s about to erase all its faction progress and loot. But I think the former reason is more prevelant than the latter.

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