Games Based on Non-Gaming Franchises Generated Over $900 Million in Revenue in 2026
The most successful title was 007 First Light.
Games based on non-gaming franchises generated a combined total of more than $900 million in revenue in 2026.
The leader of the list is 007 First Light, which has already generated about $309.8 million in revenue. PlayStation 5 accounted for $200.6 million (64.6%), Steam accounted for $70 million (22.8%), and Xbox accounted for $39.2 million (12.6%). At the same time, sales of the game exceeded 4.5 million copies, of which approximately 2.8 million are on PS5.
In second place is LEGO Batman: Legacy of the Dark Knight. The game sold about 2.3 million copies and brought in more than $165 million. PlayStation provided approximately $100 million of this total. According to Alinea Analytics data, the project’s audience actively overlaps with players of other major games: 78% of LEGO Batman users also played Fortnite, 76% played GTA 5, 78% played Spider-Man, 70% played Spider-Man 2, 68% played Marvel’s Spider-Man: Miles Morales, and 64% played Minecraft. Several months ago, the game also received a trial version for PlayStation Plus Premium subscribers: more than 100,000 people used it, and it led 3.1% of players to make a purchase.

Marvel’s Wolverine, released just a week ago, has already earned nearly $150 million on PS5. Analysts note that the project is demonstrating a launch comparable to the largest PlayStation Studios releases: Alinea Analytics previously compared its figures to Death Stranding 2, which brought in about $129 million on PS5 at a similar milestone.
Another notable release was Halloween: The Game. In the two weeks since its release, the game sold about 1.5 million copies and generated approximately $65 million. It is an asymmetrical 4-versus-1 horror game supplemented by a separate six-mission story campaign that lets players experience the events of the original 1978 Halloween film from the perspective of Michael Myers.
Rounding out the top five is Marvel Tōkon: Fighting Souls, which earned nearly $50 million by selling about 750,000 copies. Approximately 82% of sales came from PlayStation and 18% from Steam. Meanwhile, the project’s audience dropped significantly after launch: the peak figure reached about 300,000 active players per day, and later the cross-platform DAU fell below 40,000. Sales over the past week also totaled fewer than 15,000 copies.
Source: iXBT.games
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