Marathon cost over $250M to make but lost 71% of Steam players since launch

Bungie's extraction shooter has burned through a massive development budget while hemorrhaging players since March. With only 1.2 million copies sold generating $55M revenue, the hardcore mechanics may be too punishing for mainstream success.

Marathon cost over $250M to make but lost 71% of Steam players since launch

Marathon reportedly cost over $250 million to develop but has lost 71% of its Steam player base since launch, according to a new report from Forbes. The Bungie extraction shooter peaked at 88,337 concurrent Steam players in March but dropped to just 25,392 in the most recent 24-hour period, raising questions about its commercial viability despite no imminent shutdown being planned.

Key Takeaways

  • Marathon reportedly cost over $250 million to develop, excluding ongoing live service costs.
  • Steam concurrent players dropped from 88,337 at launch to 25,392 in recent 24-hour peak.
  • Sales estimated at 1.2 million copies generating $55 million gross revenue across all platforms.
  • Bungie faces pressure from Sony following Destiny 2's underperformance and $204 million impairment charge.
  • No imminent shutdown planned despite falling numbers, with developers working on new content.

What does Marathon's budget mean for the industry?

According to Forbes, Marathon's development budget exceeds $250 million, not including ongoing live service costs or post-launch content development. This places it among the most expensive games ever made, comparable to major productions like The Last of Us: Part II and Horizon Forbidden West, which each cost over $200 million according to documents revealed in 2023.

Alinea Analytics estimates Marathon has sold approximately 1.2 million copies across PlayStation 5, Xbox Series X|S, and PC, generating roughly $55 million in gross revenue. With PC accounting for an estimated 70% of sales, the Steam concurrent player data provides a reliable indicator of the game's overall performance trajectory.

The financial pressure on Bungie intensified after Sony recorded a 31.5 billion yen ($204.2 million) impairment charge in November due to Destiny 2's underperformance. This significantly impacted Sony's Game & Network Services profits and highlighted the risks of high-budget live service investments.

Why are players leaving Marathon?

Marathon's hardcore design philosophy may be limiting its mainstream appeal. The game punishes death by stripping players of all equipment, including items brought into matches — not just loot found during gameplay. This creates a brutally unforgiving experience that can alienate casual players seeking more forgiving mechanics.

The recently launched Cryo Archive raid-like experience has doubled down on this hardcore approach. Former professional Counter-Strike player Shroud praised its complexity but questioned its accessibility: 'Cryo Archive is insane. It's the most elaborate extraction shooter map I've ever seen in a game ever... The problem is, is it too elaborate? Is it too complex? Is it too much of a grind?'

Bungie maintains that Marathon's learning curve becomes manageable over time, but the steep initial barrier appears to be deterring player retention. The game faces the challenge of balancing its hardcore identity with broader market appeal in an increasingly competitive extraction shooter landscape.

How does Marathon compare to other live service failures?

Marathon's situation differs significantly from Sony's Concord disaster, which shut down after just two weeks, or the recent closure of Highguard. Despite declining numbers, developers continue working on new content with no shutdown timeline announced. This suggests Sony views Marathon as salvageable, unlike its previous live service casualties.

The comparison becomes more relevant when examining development costs. Concord's initial development deal reportedly reached $200 million before its failure, whilst Marathon's budget exceeds that figure. However, Marathon has achieved sustained player engagement for over a month, demonstrating at least some market traction.

Bloomberg's Jason Schreier recently noted that AAA games developed in North America typically cost $300 million or more, placing Marathon's budget within industry norms for major productions. The question remains whether this investment level is sustainable for live service games without massive player bases.

Frequently Asked Questions

What was the budget for Marathon?

Marathon reportedly cost over $250 million to develop, according to Forbes. This figure excludes ongoing live service costs and post-launch content development, making it one of the most expensive games ever produced.

Are player numbers for Marathon declining?

Yes, Marathon's Steam player count has dropped 71% from its launch peak of 88,337 concurrent players to approximately 25,392 in recent 24-hour periods. PC represents an estimated 70% of total sales across all platforms.

Is Marathon facing a shutdown?

No, despite falling player numbers and financial pressure on Bungie, Marathon is not facing an imminent shutdown. Forbes reports that developers continue working on new content, unlike Sony's previous live service closures.

Why is Marathon considered difficult?

Marathon features punishing mechanics where players lose all equipment upon death, including items brought into matches. This hardcore approach, combined with steep learning curves and complex raid-like content, creates barriers for casual players seeking more forgiving gameplay.

How many copies has Marathon sold?

Alinea Analytics estimates Marathon has sold approximately 1.2 million copies across all platforms, generating roughly $55 million in gross revenue. The majority of sales occurred on PC, with PlayStation 5 and Xbox Series X|S making up the remainder.

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