Phantom Blade Zero Became One of 2026’s Best-Selling Games in Just 72 Hours

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Phantom Blade Zero enjoyed a remarkable opening weekend, earning strong reviews, reaching the top of Steam’s charts, and selling 4 million copies worldwide in its first 72 hours. The action RPG also achieved a score of 88 on Metacritic.

Released on October 29 by Beijing-based developer S-Game, Phantom Blade Zero blends wuxia-inspired storytelling with elements of the soulslike genre. While some players have found its combat less demanding than expected, its fluid kung fu choreography and cinematic presentation have drawn praise. In Polygon’s review, Paulo Kawanishi highlighted the game’s emphasis on the artistry of martial arts and the visual spectacle of wuxia films.

Before launch, estimates suggested that the game had already sold at least 1 million copies. Anticipation was particularly high in China’s vast gaming market, and the enthusiastic reviews helped fuel interest. Within hours of release, the game reached 833,000 concurrent players, making it the year’s second-most-played single-player game by that measure, behind Palworld.

Phantom Blade Zero reaches 4 million sales in 72 hours

A fight scene in Phantom Blade Zero
Image: S-Game

S-Game has confirmed the 4 million sales milestone. Although that falls short of Black Myth: Wukong, which sold 10 million copies during its opening weekend, it is an impressive start for the studio. Sales could continue to grow in the weeks ahead.

The game may also become a contender among 2026’s best-selling releases. According to Circana data shared in early October, NBA 2K27, Resident Evil: Requiem, and 007: First Light held the top three positions at the time. Capcom has reported that Resident Evil: Requiem sold 8.5 million copies following its February 27, 2026, release, a figure Phantom Blade Zero could potentially surpass before the year ends.

Phantom Blade Zero launched digitally and is a timed console exclusive for PlayStation 5. A physical edition expected in 2027 could bring in additional players, as could a potential Xbox release.

In an interview with PCGamesN, the game’s director explained that, despite its soulslike influences, the aim was not to frustrate players with extreme difficulty. Instead, the team focused on an accessible, cinematic experience that rewards skillful combat with elaborate animations.

 

Source: Polygon

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