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Top News ItemsIndustry News - Weeks 5-6, 2026 ( January 26 - February 8) |
The final weeks of January and the beginning of February 2026 reflected a mixed but structurally important period for the global video game industry. Hardware momentum in key regions, evolving monetization models, and shifts in live service performance continue to reshape competitive positioning across platforms.
Nintendo reported significant year-over-year growth for the nine months ending 31 December 2025.
Key figures:
Switch 2 hardware sales reached 17.4M units, compared to 14.9M units sold by the original Switch during its first nine months (FY2018). Lifetime Switch sales stand at 155M units, surpassing Nintendo DS (154M).
Software performance:
Nintendo’s recent Direct Partner Showcase presented 32 third-party titles, all scheduled for 2026 release. The 30-minute presentation reached 982,000 views within three days.
According to the 2026 GDC State of the Game Industry Report (surveying over 2,300 professionals), platform development priorities remain concentrated in established ecosystems:
The data reflects continued developer alignment with multi-platform and PC-first strategies.
For Q2 FY2026 (ending 31 December 2025), Microsoft reported:
Xbox’s share of Microsoft’s total revenue moved from 10% in the prior year’s Q2 to 7% in the current quarter.
No additional forward-looking guidance was provided in the document.
Recent releases continue to demonstrate the volatility of the live service model, particularly during early post-launch periods.
Highguard, launched on 26 January, debuted with just under 100,000 players. Within 48 hours, active participation declined by more than 92%, with the title currently averaging approximately 7,000 daily players.
The broader live service landscape continues to evolve as publishers reassess portfolio strategies and long-term engagement models.
A UK class action lawsuit filed in 2024 against Valve, valued at $900M, has been approved by the Competition Appeal Tribunal. The case concerns alleged pricing and commission practices on Steam.
Valve also noted that memory and storage supply constraints have affected launch timing for certain hardware products. Releases are now expected in the first half of the year rather than Q1.
Valve is estimated to be valued at over $16B.
Weeks 5–6 of 2026 highlighted diverging trajectories across hardware, software, and service-driven segments. While hardware momentum and revenue growth remain strong in certain ecosystems, the live service model continues to demonstrate variability in early adoption patterns. Platform strategies and monetization structures remain central to competitive positioning entering the next phase of the hardware cycle.