Skydance Interactive launched The Walking Dead: Saints & Sinners at the beginning of 2020 and even with Half-Life: Alyx appearing shortly after still became a hit with players. Today, the studio has confirmed that success by revealing the videogame has surpassed more than $29 million USD in revenue across all platforms.
Released for PC VR headsets first, followed by PlayStation VR and finally the Oculus Quest platform in October, The Walking Dead: Saints & Sinners mix of crafting and physical combat wrapped in an original storyline has made it one of the best VR titles of 2020. Details regarding which platforms were most successful haven’t been released, but Skydance has said that even with its late arrival the Oculus Quest version sold 10x more than the Oculus Rift/Rift S version.
When it comes to the Oculus Quest version, players have been awaiting the release of a new gameplay mode called The Trial. The horde mode where players can rack up highscores battling wave after wave of zombies was originally due out last week but had to be delayed. The game mode will now arrive next Thursday, 4th February free of charge.
If you’ve not yet tried The Walking Dead: Saints & Sinners, the main campaign drops you in a partially flooded New Orleans as a drifter passing through town. Looking for supplies you’re caught up in the politics and battles of the townsfolk, all the while dealing with the undead menace lurking around every corner.
VRFocus said in its review of The Walking Dead: Saints & Sinners: “From the very beginning, The Walking Dead: Saints & Sinners offers a satisfying zombie experience that’s hard to match. Titles like Arizona Sunshine easily fill that need for straight-up arcade action, for when you want a living dead apocalypse with a bit more depth then The Walking Dead: Saints & Sinners is your new go-to videogame.”
That $29 million is significant in counteracting the argument that VR doesn’t generate enough revenue for developers. It shows that a high-quality experience across multiple platforms can do just that, although it does help being based on a big IP. Revenue is also how Facebook tends to reveal how well content is doing, noting that Oculus Quest software sales had exceeded $100m in the standalone platform’s first year.
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