Alan Wake 2 has passed 3 million copies sold, nearly three years after a launch that left Remedy Entertainment well short of recouping the game's costs. The developer confirmed the milestone in its half-year financial report covering January to June 2026, saying the threshold was crossed during the second quarter.
The pace of that climb is the story. Remedy last updated the figure in February 2025, when the game passed 2 million copies and began turning a profit. Alan Wake 2 sold around 1 million copies at launch in 2023 despite strong reviews and its status as Remedy's fastest-selling game, against a reported development and marketing spend of about 70 million euros, roughly $76 million at the time, Polygon notes. The game remains exclusive to the Epic Games Store on PC, as Epic published and helped fund it, and its absence from Steam is widely argued to have capped its reach.
The wider report is less positive. Revenue, profit and cashflow all fell over the six months, with revenue down 23.1 percent. Remedy attributed the decline to development and marketing spending on Control Resonant and continued funding of its other projects, rather than to trading weakness.
Control Resonant is the company's central bet. The action game launches on 24 September 2026 for PC, PS5 and Xbox Series X|S, and has more than 1.5 million wishlists across platforms. Anticipation for it also lifted sales of the original Control during the second quarter, beating the studio's record for the same period a year earlier; that game had passed 5 million sales as of a year ago.
Remedy has three projects in development: Control Resonant, near the end of its cycle; remakes of Max Payne 1 and 2, in full production; and an unannounced third project at the "production readiness" stage. The studio issued a profit warning earlier after FBC: Firebreak, its live-service Control spin-off, missed internal sales targets.
Jean-Charles Gaudechon, who took over as chief executive earlier this year, has said Alan Wake and Control "should have sold more" and that the studio "hasn't achieved half of the potential in terms of the products that we make."
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