Beat Saber Sold 2M Copies & 10M Songs for an Estimated $67M Revenue

As VR’s best-selling title, Beat Saber is displaying no indicators of slowing down. As we speak Fb, which now owns the studio behind the sport, introduced that Beat Saber has bought greater than 2 million copies and 10 million songs by way of DLC.

Beat Saber is the closest factor VR has seen but to a ‘killer app’, now with 2 million models bought throughout all platforms (that features Oculus PC, Quest, PSVR, and SteamVR). The sport has additionally bought 10 million songs by way of paid DLC, Fb mentioned at present on the official Oculus weblog. The sport has licensed songs from well-known artists for paid DLC packs from the likes of Think about Dragons, Inexperienced Day, Panic on the Disco, and extra, together with a made-for-Beat Saber album from Timbaland launching subsequent week.

Beat Saber Bought 2M Copies & 10M Songs for an Estimated $67M Income 11Picture courtesy Beat Video games

After initially launching in Early Entry in Could, 2018, Beat Saber studio Beat Video games introduced that it had reached the 1 million unit milestone 10 months later in March, 2019; at present’s 2 million unit milestone comes only one 12 months later, displaying that gross sales of the sport have hardly slowed down.

A rough estimate suggests the sport has generated some $67 million in income; right here’s how we determine:

1 million copies bought on the early entry worth of $20
1 million copies on the retail worth of $30
5 million songs purchased individually at $2 every
5 million songs purchased bundled at $1.50 every (a mean 25% low cost)

This can be a tough estimate of how a lot income the sport has generated and doesn’t account for regional pricing and platform cuts.

Both means, it’s an enormous quantity for a VR recreation, and one which demonstrates the scale of the VR viewers and what scale builders might doubtlessly attain. Within the grand scheme of issues, 2 million models is a small quantity in comparison with the non-VR gaming market, the place extremely anticipated titles can promote hundreds of thousands of models of their first day, however for a VR recreation like Beat Saber—which was born out of a two-person indie studio—it’s nonetheless a serious success at its personal scale.

The sport has performed so nicely, and been so essential to VR, that Fb acquired Beat Saber studio Beat Video games again on the finish of 2019.

Whereas Beat Saber is the main instance of success on this area, the VR viewers—and the developer ecosystem they assist—seems to be rising healthily. When it launched on the finish of 2019, Boneworks noticed shocking success in its first week of gross sales, and truly outpaced Beat Saber to 100,000 models regardless of being obtainable on solely certainly one of VR’s key platforms. Elsewhere, Oculus confirmed earlier this week that greater than 20 video games on Quest have reached greater than $1 million in income, a milestone which noticed a serious uptick within the broader VR area in 2019.