Marvel's Wolverine Hits 10M Sales in First Week — Insomniac's Biggest Launch
Insomniac Games' Marvel's Wolverine has shattered expectations with over 10 million copies sold in its first week across PS5 and PC, making it the studio's biggest launch ever and one of the fastest-selling PlayStation exclusives in history. The game carries an M for Mature rating — a first for a Marvel video game — allowing Insomniac to deliver the brutal, visceral combat fans have long demanded from a Wolverine title. PS5 Pro owners are seeing the full benefit of ray tracing enhancements that Digital Foundry called "a showcase for what the hardware can do," with reflections, global illumination, and destruction physics running at a locked 60fps in Performance RT mode. Critics have widely praised the game as a frontrunner for Game of the Year 2026, citing its tight combat loop, emotionally resonant story, and seamless integration with Insomniac's wider Marvel universe.
The 10 million figure surpasses Marvel's Spider-Man 2's first-week record of 5 million copies by a factor of two. Circana data reveals that Wolverine generated approximately $680 million in global revenue during its opening week, with the PS5 version accounting for 72% of sales and the simultaneous PC launch (a first for an Insomniac Marvel title) capturing the remaining 28%. The PC version launched on both Steam and the Epic Games Store, where it immediately became the highest-rated M-rated game on Steam with a 94% positive review score from over 180,000 user reviews. Sony's decision to launch the PC version day-and-date with the console release — a strategy they had previously reserved for live-service titles — appears to have paid off handsomely, with PC revenue alone estimated at $190 million.
The game's critical reception has been equally remarkable, with a Metacritic score of 93 on PS5 and 91 on PC, placing it among the highest-rated games of the decade. Reviewers have singled out the "Berserker Rage" combat system, which dynamically adjusts Logan's fighting style based on damage taken — at low health, attacks become wilder and more powerful but harder to control, creating a risk-reward loop that mirrors the character's internal struggle. The story, which spans approximately 20 hours for the critical path, has been praised for its emotional depth, particularly a mid-game sequence involving Logan's memories of the Weapon X program that multiple outlets have called "the most affecting scene in any superhero game." Sony has already greenlit development of the sequel, with Insomniac reportedly expanding its team to over 500 developers to work on the next installment in the planned X-Men trilogy.
Sources
Sony, NPD/Circana, IGN, Digital Foundry