EL7.AI
StocksMedium•3 November 2026•
4 min read

Remedy revenue jumps 226% to €39.6 million in third quarter

Key Facts

1Third-quarter revenue rose 226% to €39.6 million, from €12.2 million a year earlier.
2Remedy posted operating profit of €0.6 million, compared with an operating loss of €16.4 million a year earlier.
3The loss for the period was €0.1 million, compared with a loss of €13.5 million in the corresponding quarter.
4Game sales and royalties generated €35.3 million, compared with €6.0 million a year earlier.
5The game had 2.4 million remaining wishlists at the time of the company’s report.

Remedy Entertainment’s revenue jumped 226% in the third quarter of 2026 to €39.6 million, compared with €12.2 million in the same period of 2025, as it launched Control Resonant during the quarter. In its business review, the company said sales of the game, including pre-orders and the first 7 days of sales, drove the increase. Earnings before interest, taxes, depreciation and amortization reached €6.8 million, compared with €0.7 million a year earlier. The company also returned to operating profit of €0.6 million, after posting an operating loss of €16.4 million in the year-earlier quarter. But the improvement in operations did not extend to the bottom line, as Remedy recorded a loss for the period of €0.1 million.

Revenue from game sales and royalties reached €35.3 million in the quarter, compared with €6.0 million in the corresponding period, accounting for most of total revenue. The chief executive linked revenue growth specifically to sales of Control Resonant, with pre-orders and the first 7 days of sales included in the quarter’s figures. That puts the game’s launch at the center of the year-on-year shift in revenue, after the company had reported a decline in the first half of 2026. Revenue from January to June fell 23.1% to €23.3 million from €30.3 million a year earlier, while second-quarter revenue alone dropped 40% year on year to €10.2 million. Remedy said in its first-half report that marketing for the game ramped up during the second quarter, weighing on profitability in that period as expected.

Alongside sales and royalties, the company recorded development fees of €4.3 million, compared with €6.1 million in the third quarter of 2025. It said the fees came from the Max Payne 1 and 2 remakes project and the final installment of development fees for Control Resonant due under its agreement with Annapurna Pictures. With the game’s launch, Remedy began amortizing its capitalized development costs, while marketing spending peaked near the launch date. The company had announced that the global launch was scheduled for September 24, 2026. These items show how the game’s revenue growth coincided with the start of charges to the period’s accounts for capitalized development costs and launch-related marketing spending.

Remedy said the United States was Control Resonant’s largest market on PC and consoles by revenue and units, accounting for nearly half of sales. The company also reported that about 50% of players were new to the Control series, indicating that the buyer base was not limited to the audience for previous installments. The game had 2.4 million remaining wishlists at the time of the report, which the company described as a significant potential audience for future sales. Remedy says players’ excellent reviews provide a solid foundation for long-term sales potential, and that its priority now is to get the game to more players. The effort is aimed at the final quarter of the year, while wishlists remain one of the indicators the company cited when discussing subsequent sales opportunities.

Remedy left its 2026 outlook unchanged, expecting revenue and earnings before interest, taxes, depreciation and amortization to increase compared with the previous year. The company said sales for the rest of the year will ultimately determine its annual financial performance, making fourth-quarter results crucial to assessing its ability to turn the third-quarter jump into annual growth. This follows a first half in which revenue and profitability fell under pressure from stepped-up marketing for the game ahead of its launch. In the third quarter, revenue and operating profit indicators returned to growth, while the net result remained negative. The company said the 2.4 million wishlists, alongside its plan to get the game to more players in the final quarter, provide context for its expectations for remaining sales.