Firewatch has sold one million copies, 54% coming from the PC platform

Campo Santo Productions has announced that Firewatch has sold one million copies worldwide. Firewatch is a single-player first-person adventure game, described by mane as a “walking simulator”. The game was released in February 2016 for PS4 and PC, and in September 2016 for Xbox One, and it took almost 9-10 months in order to hit the “one million” milestone.

What’s interesting here is that thanks to SteamSpy, we can pretty much determine the sales of the PC version. As we can see, Firewatch has sold 540K units on Steam. In other words, 54% of the game’s sales are coming from the PC.

Firewatch is powered by the Unity Engine and its PC version initially suffered from various performance issues on low-end systems. As we wrote on our PC Performance Analysis for Firewatch.

“What we found really interesting and bizarre about Firewatch was its CPU performance. In order to find out whether an old CPU was able to offer an ideal gaming experience, we simulated a dual-core and a quad-core CPU with and without Hyper Threading. Without Hyper Threading, our simulated dual-core system was unable to offer an acceptable performance as there were lot of stutters while exploring the game’s world. The stuttering issues were improved when we ran the game on our simulated quad-core system, however they were still there.”

45 thoughts on “Firewatch has sold one million copies, 54% coming from the PC platform”

      1. It’s a 20$/€ game and sold a million copies, that’s it. I’m not super into economics, but even I realize that in reality I doubt they made even close to that amount. Steam takes a 30% or so cut from all games sold there, probably Microsoft/Sony as well, not to mention the game’s publisher – Panic Inc. Then there are the various sales during 2015(since not copies were sold for full price) and the money they had to pay their staff with, so the number is probably a few millions at best for the developer.

        1. besides steam’s cut, it’s been on sale multiple times and most importantly regional prices can be vastly different. there’s no way for us to calculate that, even approximately

          1. How does it affect people who bought it and were hoping for some replayability? Give it five minutes more, you’ll get it.

          2. How can we determine that the number of people expecting replayability is higher (or even relevant) than the number of people that knew what they where buying into and left out of the satisfied with the product they bought?

          3. i played Firewatch myself. I knew 100% what to expect when purchasing and i greatly enjoyed myself. Me and my GF played it in a night, it was rainy, nothing to do so we took turns playing. We finished completely happy with the game we played so heres a real life example for you 🙂 and yes i waitied for reviews, didnt preorder and didnt buy day 1 lol

          4. agreed, its like buying a car or a pc component, it comes down to one major aspect….do your research first before pulling the trigger

  1. In another of your posts you seem to hate cod. So i ask you, would you prefer the majority of dudebros being on pc and buying cod?

  2. I loved the game, it was worth it. It felt like a cinema ticket.. you see the movie and you are done with it.

    P.s. Before people go and fight me how this can be just watched on Youtube.. Nope. Its not the same. I wont go into details but its just not.

      1. Well no, but here they actually cost around 13$. Its close to a ticket. Anyways.. that’s not my point ;p Its not about the money. Its about the idea behind the game.

        I payed money to see a story, and when im done with it.. i don’t look back. Im saying that cuz many people were complaining how the game has 0 replay value.. and that’s ok. Not all games need that.

  3. So where is all the piracy blaming 😀 , its always funny too see how facts show that PC gaming is supreme !!!!!!!!!!!!!!!!

    1. Piracy doesnt matter. FFS do we count how many people rent a game and take that away from console game sales? or how many people rebought the same game used that the publisher received no money for?

    2. Just throwing out guesses here but what if without piracy it would have sold 1.2 million copies or more? Making games isn’t cheap and most of those sales probably weren’t with full price. DMR is bad etc but let’s not make it seem like piracy is completely fine. A success story doesn’t mean everything is fine for everyone else.

      1. “but what if without piracy it would have sold”

        There is no “but if without piracy” we have tons of games like that using denuvo, sales are NOT increasing.

        1. But that’s simply speculative. Nobody expects those games to suddenly sell 50% more because of denuvo, but you simply cant know how much it effected the sales. Unless you have statistics from another universe where denuvo didn’t exist. The only fact is that denuvo doesn’t lower the sales excluding potential copies of 3 boycotters.

  4. Ok guys, help me out here. What am I misssing?

    It says it sold 54% on PC, but it shows that it sold that alone on Steam. And you can buy it on GOG. I did. Shouldn’t it mention something like that?

  5. Not surprising. Consolites prefer to buy physical so they can resell it and make the used market bigger, effectively damaging the developer in a way similar or worse than piracy.

    If they can’t resell it, most of them won’t buy it. Cheap bastards.

  6. Judging by this GOTY list of 2016…. I DID GOOD spending more than 400$ on CS GO skin and space ship on SC! haha…

    What a rubish list, indies like FireWatch apart ofc!

    goVEGAN

  7. Let me break it down to make it easier for you to follow:
    -One person commented that is said that “x genre selling x amount of units is *sad* because “reasons”.
    -I’ve asked “Why is sad?” – Why is “sad” that a game that clearly you have no interest bums you out?
    -a second person said “because the game is the same over same”
    -I’ve questioned again “how does that affected you?”, because the way I looked at it, it seems “weird” that a public that isn’t interested in that specific genre or type of game loves to complain about it without offering much in the way of a real discussion about it.

    Are you still following? If yes, let’s continue:

    -Then you said “How does it affect people who bought it and were hoping for some replayability? Give it five minutes more, you’ll get it.”
    -To which I’ve replied (and implied) that the number of people wanting replayability from a genre or game type that clearly shows what the devs are going for is irrelevant, if not extremely disingenuous, because yet again, the people complaining about it for “reasons” aren’t interested in the discussion at all, they are just talking about what they expected games to be, or what they think games should be, what norms to follow and other random rubbish that I shouldn’t get into now so not to digress and extend this conversation much further.

    Got it now?

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