Video game analyst Rhys Elliott of Alinea Analytics estimates that Bungie's Marathon has sold around 1.2 million copies worldwide, generating $55 million in revenue excluding microtransactions. Steam accounts for the majority of sales at 800,000 copies, far ahead of PlayStation 5's 217,000 and Xbox Series X/S's 133,000. The game retains about 380,000 daily active users despite some early player drop-off.
Rhys Elliott, head of market analysis at Alinea Analytics, shared these figures in a recent Substack post. Of the estimated 1.2 million sales, roughly 70% occurred on PC via Steam, 19% on PlayStation 5, and 11% on Xbox Series X/S. Elliott noted higher average playtime among Steam users at 27.8 hours, compared to 16.5 hours on PS5 and 17.3 hours on Xbox. The game maintains an estimated 380,000 daily active users, suggesting strong retention among those who continue playing. Bungie, a first-party Sony studio, released Marathon as a multiplayer extraction shooter available across platforms. Elliott suggested the game's first impressions may be less approachable than competitor Arc Raiders, pointing to differing player growth patterns after each title's Server Slam events. On Steam, 78.2% of Marathon players have also played Destiny 2, 62.7% Helldivers 2, 55.9% Arc Raiders, and 52.3% Halo Infinite. Forbes journalist Paul Tassi reported that these estimates align closely with Bungie's internal figures, citing sources who said: > There are no plans to scale back or change content plans from here, as of now. That may change, but work is underway on future seasons, and the ultimate fate of the game will play out in time. Again, this was never going to be a Highguard/Concord situation, and it was ridiculous to think so. That doesn't mean Marathon is the true hit it needs to be, but that's a different conversation. These sales figures stand out given Sony's reported shift away from PC releases for single-player titles, while keeping multiplayer games like Marathon available there.