Black Myth: Wukong's first week of sales numbers are in, and they firmly inhabit "Don't take a big sip of coffee before you look at them" territory. 10 million units sold, which, as industry analyst Daniel Ahmad pointed out on X, "The Everything App," is a record-breaking performance that leaves some of the biggest releases of the past few years in the dust.

For perspective, here are some comparative numbers:

  • Hogwarts Legacy: 15 million in three months
  • Elden Ring: 13 million in one month
  • Cyberpunk 2077: 13.7 million in one month
  • Baldur's Gate 3: 20+ million in five months
  • Helldivers 2: 12 million in three months

The only game that comes close is Palworld's 19 million players in two weeks, a mark that Black Myth: Wukong seems on track to surpass. It's a sales figure that lines up with Wukong having leapfrogged the competition to be the #2 most-played game in Steam's history by concurrent players. Before that, it was also the most wishlisted game on the platform after The Day Before met its ignominious end.

  • blame [they/them]
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    edit-2
    23 days ago

    it's ok. So far the jank seems to be mostly that they don't have an input queue so you can easily cancel your own abilities and burn cooldowns. There are also a ton of invisible walls.

    Graphics are great but the level design isn't very good compared to other soulslikes and for sure fromsoft games.

    It's also not really like Sekiro where you parry things, instead you dodge stuff and really have no ability to block so it's even more dodge spammy than DS3 or Elden Ring. I don't really think this is the future direction of the genre. Given how fast From has been making bosses I think the direction is more like Lies of P where you rely on perfect blocking more than dodging. It's just too hard to keep up with all the attacks by dodging.

    Bosses are mostly easy but there are some "difficult" ones that are mostly hard because they are spammy and you need RNGesus on your side to win.