Rather than getting lost in ambiguous terms such as “player engagement,” “shipped units,” and “active users” that the gaming industry often uses, Stellar Blade has instead chosen to provide one of the most transparent sales metrics a game can offer.
Over 3 million copies SOLD.
1. Item not delivered; not purchased through a subscription service, nor accessed or used on a cloud platform within 30 seconds; rather, it has been sold.
2. The product has not been sent to you, and it hasn’t been subscribed to, nor interacted with in 30 seconds on the cloud network. Instead, it has been sold.
To every player worldwide who’s passionately supported Stellar Blade, thank you from the bottom of our hearts and with utmost admiration. #StellarBlade #Reach3Million #ForThePlayers #PS5 #PC
Or
A heartfelt thanks and immense respect to all global players who’ve embraced Stellar Blade. Keep shining as we reach 3 million players together. #StellarBlade #ForPlayers #PS5 #PC
Both versions convey the same message but with slight variations in tone and structure, offering readers a choice based on their preference for style.
— StellarBlade (@StellarBlade) June 16, 2025
Amidst a backdrop where exaggerated promotional chatter abounds, Stellar Blade’s triumph serves as a poignant reminder of a truth that appears to be slipping the minds of numerous game studios and journalists alike.
Make a great game that respects its audience, and the audience will show up.
Other Studios Play Games with the Numbers
Gamers have become familiar with publishers using ambiguous language when discussing performance metrics. For instance, “units shipped” frequently refers to stock in stores rather than actual sales. The term “engaged players” could encompass anyone who’s played a demo, watched it once on Game Pass, or simply navigated through a menu. Even “concurrent users” might include bots, duplicate accounts, or brief sessions that are combined to make the numbers appear more substantial.
These metrics are designed to look good in investor decks while obscuring the truth.

Discuss the game “Dragon Age: The Veilguard“. Electronic Arts (EA) reported that there were around 1.5 million “active players”, a figure that appears significant until you understand it probably includes Game Pass subscribers, free demo users, and those who briefly tried it but didn’t stick with it. No concrete sales figures were shared, and analysts noted it fell significantly short of the publisher’s internal goal of 3 million copies SOLD.
In a subtle manner, Electronic Arts (EA) boasted that the game, Dragon Age: The Veilguard, sold more than a million copies in just its initial three weeks. This information was drawn from their own distribution statistics, rather than figures from direct consumer purchases.

In the statement made by EA, the term “delivered,” which refers to the number of copies sent to retailers, was combined with the announcement of 1.5 million engaged players. However, it’s important to note that games sitting on store shelves after being shipped are not equivalent to games actually purchased and played by customers. The resale value for the game dropped significantly due to an oversupply of unsold copies in stores.
Using both sales data and general interaction statistics, Electronic Arts (EA) gave an impression of superior game performance, all the while keeping secret the exact number of people who bought the game.

As a moviegoer reviewing the Sweet Baby Inc. title “South of Midnight”, I must admit my disappointment. At its launch, the game proudly claimed over a million players – quite an impressive figure, one would think. However, upon closer inspection, it appears that this number was inflated due to Game Pass activity.
When we delve into actual sales data from SteamCharts, the story changes dramatically. The game struggled to maintain more than 1,400 concurrent users on a good day and barely managed to break the 500-user mark on multiple occasions. This million-player boast seems more like a clever marketing tactic than an accurate representation of reality.
Stellar Blade Didn’t Hide Behind Metrics—It Embraced the Market
Instead of comparing it, let me point out the difference between conventional Action RPGs and the one from Shift Up. The game Stellar Blade has a clear statistic: it has been purchased by 3 million genuine players worldwide.

That’s not Game Pass fluff. Not retailer stuffing. Not fuzzy “active” metrics.
It’s old-school sales success, the kind that used to matter—and clearly still does.
This is even more notable given that Stellar Blade launched into a hostile media environment.
Attacked for Daring to Be Attractive
The gaming media found themselves at a loss regarding the unique game, Stellar Blade.

That was enough to trigger a cascade of media backlash.
- IGN France ignited controversy by describing Eve as “a doll sexualized by someone who’s never seen a woman.” The blowback was so fierce the outlet had to issue a public apology. It should be noted that the body model for Eve is, in fact, a real woman.
- GamesRadar and others ran features lamenting the game’s focus on aesthetics, claiming it was somehow “outdated” to design characters with visual appeal.
- Reddit threads and YouTube channels filled with accusations of censorship, fueled by rumors Sony was pressuring Shift Up to tone down the character’s design for Western release.
- Critics smeared the game for its “fan-service” (as if pleasing the fans is somehow a bad thing…) while ignoring its tight combat mechanics, rich lore, and high production values.

Simultaneously, fans reacted in varying ways. They engaged in playing the game, expressing appreciation for its quality, and financially backing the creators. The game received positive critical appraisal and fan excitement, garnering an 80s Metacritic rating and rapidly taking over modding platforms with hundreds of thousands of downloads. If there was ever evidence of genuine interest, that was it.
The Lesson That the Gaming Industry Will Ignore
Stellar Blade didn’t merely sell 3 million units; it demonstrated a strong demand for something the media often ridicules – games that embody elegance, panache, and enjoyment without reservation. While the press branded the game as “problematic,” players spoke louder through their purchases.
When you prioritize your customers over ideological testing, amazing things happen. There’s no hidden agenda or compulsory messaging. Instead, we offer a game that looks fantastic, plays wonderfully, and stays true to itself without pretense.

In the process, the game Stellar Blade did more than triumph; it outshone an industry that persistently dictates gaming preferences, rather than catering to what fans truly appreciate.
In today’s world where sales figures are overshadowed by vague engagement metrics, and news platforms prioritize ethics over achievements, Stellar Blade stands as a testament to the straightforward path to success: create a game that captivates players—and don’t shy away from showcasing your brilliance.

3 million real copies sold. No spin. No shame. No surrender.
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2025-06-17 22:56