
"Sony purchased Bungie for $3.6 million back in 2022 on the eve of Destiny 2's best expansion ever. Just over four years later, the PlayStation 5 maker is recording a $560 million impairment cost for its fourth quarter of the 2025 fiscal year, which closed just four weeks after the launch of Marathon."
"The company pointed to, "Recording of impairment losses against Bungie, Inc.'s intangible and other assets (Q2: 31.5 bln yen, Q4: 88.6 bln yen, FY25 total: 120.1 bln yen)," to explain the negative factors impacting its otherwise decent performance. Sony recorded a total of nearly $765 million lost for the entire year on the Bungie deal, with the possibility of additional losses from the acquisition in fiscal year 2026."
"Marathon, Bungie's first new franchise in over a decade, launched on March 5. Two months later, Sony still hasn't confirmed sales numbers for the extraction shooter, let alone total player counts. Despite praise from fans and reviewers, Marathon has been unable to stay in the top-10 most played games each week on PS5, Xbox Series X/S, or PC."
"It's currently hovering between 10,000 and 15,000 concurrent players on Steam, the platform where it's reportedly sold the majority of its copies thus far. While it can't compare with the concurrent player numbers for Destiny 2 in the past, Bungie's famous loot shooter has also seen better days. It's currently at it's lowest point ever on Steam."
Sony purchased Bungie for $3.6 billion in 2022 and later recorded impairment losses against Bungie’s intangible and other assets. The impairment totals include 31.5 billion yen in Q2, 88.6 billion yen in Q4, and 120.1 billion yen for FY25. Sony also reported nearly $765 million in losses for the Bungie deal, with potential additional losses in fiscal year 2026. Marathon launched on March 5, but Sony has not confirmed sales or total player counts. Marathon has not remained in the top-10 most played games weekly across major platforms and has hovered around 10,000 to 15,000 concurrent players on Steam. Bungie has already experienced multiple rounds of layoffs, and further cuts are expected amid high overhead and weak performance of its live service games.
Read at Kotaku
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