Most of the sales came from PC.
According to Alinea Analytics estimates, Marathon's total sales amounted to 1.2 million copies. The main audience share falls on Steam - about 70% or 800 thousand copies. The PlayStation 5 version accounted for approximately 19% (217 thousand), and the Xbox ecosystem - just over 11% (133 thousand).
Analysts note that despite positive feedback from the hardcore audience, Marathon is struggling to expand its user base. Experts believe that the main reason for these difficulties is not the gameplay, but the unsuccessful first experience for many gamers. People face an overloaded and uninformative interface, a lack of clear training, and complex mechanics right from the start. As a result, even experienced streamers and veterans of the genre often do not understand what is happening in the first hours.
Against this background, the contrast with ARC Raiders, where the game cycle is simpler and more understandable, is especially noticeable. Many users master it in half an hour, while Marathon literally "filters out" newcomers, not allowing them to reveal the depth of the shooter.
This also affected the pre-release figures: during testing, ARC Raiders increased sales by 80% in just three days, while Marathon showed growth of only 49% in four days.
Despite the difficult start, those who stayed in the game demonstrate high engagement. Peak online reached 478 thousand active players per day, after which it stabilized at around 345 thousand, with an average of 380 thousand on weekends.
The Steam audience stands out in particular: the average time in the game is 27.8 hours versus 16–17 hours on consoles. At the same time, 22% of PC players have already spent more than 50 hours in the game, and almost 7% - more than 100 hours.