Marvel’s Wolverine’s September sales estimate points to a split market: digital led worldwide, but physical copies made up a substantial share—and narrowly outsold digital in Europe. That’s relevant to Sony’s reported plan to stop producing discs for new PlayStation games from January 2028, but it doesn’t reveal what current disc buyers would do if physical releases disappeared.
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The estimates: 2.16 million copies, about 756,000 on disc
Ampere Analysis estimated that Wolverine sold about 2.16 million copies in September after launching on September 15. The game ranked as September’s second-best-selling PS5 title, behind EA Sports FC 27.
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The reported disc share was 35% worldwide. Applied to the 2.16 million estimate, that works out to roughly 756,000 physical copies; the remaining share was digital. In Europe, the reported physical share was 51%, meaning boxed copies just edged digital sales in that region.
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The regional average also conceals different buying patterns. Reporting on the estimates said about two-thirds of UK sales were digital, while more than two-thirds of sales in France were physical.
17 That contrast is a reminder that a global share alone can miss how much demand varies by market.
Why Alinea’s earlier estimate isn’t a direct comparison
Alinea Analytics estimated 1.9 million copies sold and $130 million in revenue during Wolverine’s first three days. Its analyst, Rhys Elliott, said 22.9% of that revenue came from physical sales—not that 22.9% of copies were physical. The estimate also excluded unsold retail inventory, which can be included in publisher shipment figures.
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That measure differs from Ampere’s reported 35% share of copies sold across September. The estimates cover different time periods and use different measures—revenue versus units—so they don’t establish a direct change in physical demand.
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What the numbers mean for Sony’s disc plans
Sony’s reported plan is to end production of physical discs for new PlayStation games starting in January 2028.
35 Metro argued that Wolverine’s European retail performance could be evidence against abandoning discs.
24 The sales estimates do show a sizeable physical market for this game, particularly in Europe. They don’t, on their own, prove that Sony should reverse its plan.
The key unknown is what happens when buyers no longer have a disc option. These figures record the format people bought while both formats were available; they don’t show whether disc buyers would move to digital, choose not to buy, or respond in some other way. Nor does digital’s majority share worldwide mean physical demand is negligible.
Sony had not released official Wolverine sales figures in the reporting available at the time, so the totals remain analyst estimates rather than confirmed company figures.
11 The clearest takeaway is therefore limited but useful: physical sales were a meaningful part of Wolverine’s September market, and much more prominent in Europe than the worldwide average suggests. The estimates identify a market Sony would be leaving behind; they don’t tell us how many customers would follow it into digital.