Gears of War E-Day Hits 400K Sales as XBOX Revenue Falls Again
Great reviews and a return to exclusivity weren't enough to move the needle, and next quarter's forecast looks even more worrying.
News by Adeela Tas on Oct 30, 2026
If you've been following the business side of gaming, you already know things haven't looked great for Microsoft's gaming division lately. The latest numbers don't help. Gears of War: E-Day, the studio's big comeback with an exclusive on a major franchise, has reportedly sold a little over 400,000 copies across XBOX and Steam, and that's a hard result to swallow for a game that reviewed well.
Add the earnings report that followed, and the picture gets a lot more uncomfortable. Start with the reception, because that part is genuinely good news. Gears of War: E-Day holds the highest aggregate score of any entry in the series since the XBOX 360 days.

Even if you had problems with the story, the campaign is dense and fun, and it shipped with Horde mode and multiplayer at a time when Halo had lowered everyone's expectations. Outside of the Forza games and Hi-Fi Rush, fans of the brand have had little to point to in this generation. Indiana Jones was great, but it has since gone multiplatform, so this stands as one of the few releases fans could call their own and say it reviewed well.
That strong reception makes the sales figure harder to accept.
Gears of War: E-Day was reported to cost more than $500 million to make, not counting marketing, though that was later clarified: the figure covers the developer's total spending between Gears 5 and E-Day, including anything released in that window. An insider says more than 400,000 copies have sold across console and PC.
Earlier analyst estimates put that near 200,000, plus around 700,000 units of the $30 premium upgrade that let Game Pass subscribers play early, bringing total revenue to roughly $30 million to $40 million. It isn't clear how Microsoft is judging the result.
You can't tell whether the company is weighing the full $500 million spent by The Coalition, which also covered Gears Reloaded, support for other studios, and an Unreal Engine 5 demo, or only this one project's budget. Gears Reloaded sold over a million copies, which helps somewhat. If you work at The Coalition, you're probably nervous.
The studio let its story director go before Gears of War: E-Day even shipped, and with so many Microsoft teams now on in-house technology, its Unreal Engine expertise has less of a home. Even in the Phil Spencer years, these groups operated like three separate houses.
The core problem is that this release needed PlayStation players to show up, and they didn't.
Half a million sales felt like a reasonable floor, and it didn't even get there. The way Gears of War: E-Day sold looks a lot like what happened with Halo: franchises that once carried the brand have lost ground, and much of the audience that played on the 360 moved to the PS4 and never came back.

Microsoft is leaning on a transmedia push, including a project with Netflix, which might pull in new people if a faster-turnaround Gears game lands alongside it. Still, there's a fair argument for walking away from this approach. Another argument is that Day One Game Pass is part of the problem, and the company might need to pull games from the service at launch to see how many people actually buy them, even if that would confuse fans.
Zoom out, and the company's overall numbers don't look better. Hardware revenue fell another 14% year over year, and content and services, which includes Game Pass, slipped 2%. Total XBOX revenue is down 2% even with Gears of War: E-Day launching in the window.
Microsoft still won't update the Game Pass subscriber count, and the last figure was 34 million two years ago. A guess in the high 20s or low 30s seems reasonable after the exodus that followed the price increase. CEO Asha Sharma has said subscriptions were in freefall, which is why it adjusted pricing.
At some point, the company has to settle on a definitive strategy.
The first quarter of fiscal year 2027 was dominated by a reset, with thousands of layoffs and spun-off studios, and more cuts are rumored for November and January. If the handling of Halo is any indication, the pattern is to launch a title, see how it performs, and then cut staff. If you're at The Coalition, you probably won't wait until January to find out.
That may sound harsh, but hearing it plainly beats guessing. Earlier this year, Asha Sharma said in a memo that the division would return to player and revenue growth by the end of fiscal year 2027, which runs through next June. That explains the steady stream of big announcements. The aim is to scale what works so that by fiscal 2030 the business is halfway to a long-term goal of one billion daily active players.
Then there's the guidance for next quarter, which is the part that should worry you most. CFO Amy Hood said hardware revenue will fall again, while content and services should grow in the mid-to-high single digits. Look at what's launching in that window: Grand Theft Auto VI, Call of Duty, a freshly released Gears of War: E-Day with multiplayer and post-launch support, and the holiday season with its bundles and deals.

A revamped cloud setup also went live around the time Grand Theft Auto VI arrives. With a slate like that, double-digit growth should be easy, so a forecast this modest makes you wonder how much money it's burning. That helps explain why the company is leaning so hard on core franchises.
When Asha Sharma calls the business unhealthy, it shows from the outside, and projections like these make the burn rate a real concern, especially when a quarter with Grand Theft Auto VI, Call of Duty, and the holidays yields only a single-digit outlook.
Sharma addressed the results on social media, saying clarity is kindness.
She wrote that revenue fell 2% year over year, compared with a 10% drop a quarter earlier, and framed that as progress. She pointed to Minecraft and World of Warcraft records, Call of Duty's most acclaimed release in more than a decade, and double-digit PC growth. However, PC revenue also grew under Phil Spencer without changing the bigger picture.
She added that console sales remain constrained by supply, with more demand than consoles available, and that an expanded refurbishment program should help get hardware to players. Critics wanted more transparency, since the company no longer shares data with tracking firms, leaving everyone to rely on estimates.
The line about supply echoes the story around the ROG Ally launch: if ten people want a unit and only five get made, demand technically beats supply, but the totals stay small. Plenty of players like what the company is doing and want to buy hardware, as the response to disc-to-digital, Retro Achievements, and the return to exclusivity shows.
Still, those wins sit next to falling revenue and weak returns in big launch windows, and the exclusivity roadmap is less defined than Nintendo or PlayStation's, so many buyers hold off. The people who value backward compatibility and Retro Achievements enough to buy in aren't the broad market, and Gears of War: E-Day didn't change that.

Component shortages may be limiting supply, but hardware sales were slowing well before that, and a game like Gears of War: E-Day can't carry a console on its own.
Read between the lines, and the statement may not capture how weak demand is, leaving you wondering what the real numbers look like. Similar supply remarks came in June, so it's unclear whether anything has changed. Details on the refurbishment program were thin too.
It will likely work like open-box systems at big retailers, where returned consoles are inspected and resold at a steep discount, widening the install base. Taken together, the sales, revenue trends, next-quarter guidance, and executive comments point to serious challenges.
Management admits the business isn't healthy, and Retro Achievements and backward compatibility upgrades gave fans something to celebrate, but turning things around means delivering like that for years without major missteps. A console is a big financial commitment now, not a holiday impulse buy, especially if you already own a PlayStation, and Gears of War: E-Day shows how steep the climb is.
Editor, NoobFeed
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