Highlights
- Control sales surpassed 5M units, with over 20M players worldwide.
- Remedy credits the Control Resonant reveal at The Game Awards 2025 for reigniting the commercial momentum of the franchise.
- The upcoming Control sequel aims to convert the 20M-player base into day-one buyers.
Remedy Entertainment’s 2019 supernatural action title Control has generated more than 20M players worldwide, according to the studio’s latest financial disclosures on Feb 10, 2026. The publisher also reported that Control has cumulatively sold over 5M units, with approximately 1M sold during 2025.
The disparity between units sold and player count reflects Control’s broad availability through subscription and promotional programs, including Xbox Game Pass and PlayStation Plus. The title was published through Epic Games Store in August 2019 for PC, PlayStation 4, and Xbox One; it was later released on Steam in 2020.
Control sales reached 2M in December 2020; since then, it has had modest sales, selling approximately 4.5M copies by November 2024. As per Remedy’s earnings release, the title gained extra momentum after the announcement of its sequel, Control Resonant, at The Game Awards 2025.
In 2025, Remedy brought Control to new markets with “attractive price points,” which also contributed to gaining a 20M-player base for the title. Additionally, the franchise transitioned to self-publishing, emphasizing the company’s aim to maneuver Control’s publishing and distribution
Control Resonant Boosts Back Catalog Momentum
Remedy has attributed a “meaningful boost” in Control’s sales to the announcement of its upcoming sequel. The sequel is positioned as an evolution of the original formula, with action-RPG elements and a narrative shift to a new protagonist, Dylan Faden.
Unlike Control, Control Resonant will be launched across PlayStation 5, Xbox Series X|S, PC (Steam + Epic Games Store), and Mac (Steam + App Store) in 2026. Remedy has positioned the launch as “an ambitious and global campaign,” targeting both non-Western and Western markets.
Positioned as a “must -have day -one purchase” for the Control universe fans, Control’s momentum is central to Remedy’s marketing narrative. Remedy plans to "capture the momentum" created by the release of the sequel and the 20M-player base of Control to turn current players into day-one buyers of the new game, according to the Financial Statements presentation.
