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The Alinea Insight newsletter · Jul 14, 2026

Assassin’s Creed just had its best Steam launch

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Black Flag Resynced is Ubisoft’s fastest-selling AC on Steam by a mile, despite some sailorly hiccups and a distinctly divided user crew.

As we’re at Develop in Brighton this week, I’ll keep this edition short and sweet (two things I am not, as a grumpy, 6’3 Welsh lad). But we couldn’t leave you hanging, could we?

Assassin’s Creed Black Flag Resynced has been a much-needed win for Ubisoft on Steam, selling 701K copies for $35M in gross revenue, plus almost $1M more from day-one DLC. Most of that crowd showed up early, with peak DAUs of 416K on day two.

Fair play

Black Flag Resynced out-earned Shadows on Steam, at a lower price

Shadows was the first Assassin’s Creed to go day-and-date on Steam, and it set the revenue bar early last year. Resynced cleared it comfortably, and did so while selling for less ($59.99 versus Shadows’ full-RPG price).

On day one alone, Resynced pulled in $22.4M on Steam, 2.35x what Shadows managed on its own launch day ($9.5M). Four days in, Resynced’s revenues via unit sales sat at $35.1M cumulative versus Shadows’ $22.2M, roughly 1.58x ahead and pulling away.

Against the pre-day-and-date era, it’s no contest: Resynced has out-earned Valhalla by 9x and Mirage by nearly 19x at the same point, a reminder of how much Steam has grown as a launch platform for Ubisoft in just a few years.

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It’s proof that day-and-date Steam releases are now doing serious money for a publisher that spent years treating PC as an afterthought (outside of an ill-fated launcher).

Resynced’s top two Steam markets by players are the US (30%) and China (15%), the new-market reach Ubisoft has been desperate to build. Steam, not the consoles, is where growth is coming from for publishers nowadays.

But the crew is divided – in terms of Steam user reviews, anyway

Resynced is among the best-reviewed Assassin’s Creed games ever, but players are – as is sometimes the case – a tougher crowd. The launch shipped with problems, including dialogue-freezing bugs, busted language-pack downloads, and an intrusive in-game store that defaults the pause menu to DLC. The user reviews reflect it.

We dug into our review sentiment data in our platform and found that the “mixed” score is mostly one market:

  • Weighted across languages, positive sentiment sits around 73%.

  • When we remove Simplified Chinese, positive sentiment jumps to roughly 80%. Simplified Chinese reviews are 20.8% of the total but just 45% positive, single-handedly dragging the headline number down.

  • Chinese reviewers are overwhelmingly protesting one thing, streamers getting early access ahead of paying pre-order customers, which a significant chunk of Chinese user reviewers framed as a “caste system.”

It’s a similar pattern to one we flagged with Slay the Spire 2, with forums and Discord largely blocked in China, Steam reviews become the main channel for players to protest a grievance.

This kind of platform politics in China means Western developers cannot treat review scores as a pure measure of game quality – it’s often a measure of community management.

The monetisation outrage vs the wallets

The loudest complaint online is the day-one DLC, with players reporting $85-plus of packs, with an in-game store nagging throughout.

The top DLC by units was the $4.99 Map Pack, at a 6.34% attach rate. Every $9.99 pack landed under 2.65%, most under 2%. So the market spoke clearly: a higher share of players will happily grab a cheap $5 convenience item, and overwhelmingly ignore the pricey cosmetic bundles the store keeps shoving at them.

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The outrage is real, but it’s outrage at the principle, the aggressive store, the idea of $85 of day-one DLC, far more than at anything people are actually paying for.

For all the noise, the DLC moved less than 3% of the money. The base game did the work. But of course, $1M in extra revenue on Steam is nothing to sniff at.

The takeaway

Ubisoft needed a win, and on the numbers it got a real one: a record Steam launch, out-earning a full-price flagship at a lower price, with exactly the US-and-China reach the publisher has been chasing.

The remake-as-stabiliser strategy we flagged pre-launch is working. The asterisks, a rough technical launch, an over-eager store, and a pissed-off Chinese player base, are definitely worth keeping tabs on, though.

Still, many players grumbled loudly, then bought the game in record numbers (but mostly skipped the DLC, at launch anyway). Full launch console data is coming soon as copies continue to sell through. Hit subscribe below to get that in your inbox when it’s ready!

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Cool links and other stuff

  • It was a chunky press week for Alinea last week, including coverage from our mates at GamesIndustry.biz, PC Gamer, Eurogamer, IGN, and GameSpot.

  • We’re offering a free trial of our platform for games companies. Send us a message here, or reply right here on Substack/email, and we’ll set you up.

  • We’re at Develop in Brighton! So if you’re about, shoot us a message and let’s have a chat.

We are not Alinea Analytics; we are….

Kidding, it’s just ‘‘Alinea Analytics’’. But it was busy, and I was too British to say anything (more the latter)

The last word

Reply to this email – or reach out here – if you have any feedback for the newsletter – or want to request a game for us to cover.

[Alinea Analytics boasts the most accurate PC and console estimates in the business. Game makers use our platform to understand their audience, keep an eye on the competition, monitor sales trends, and spot new opportunities. We equip game studios and financial institutions with accurate data and the confidence to make smarter, data-driven decisions. Want to talk about all things games market data? We’d love to chat!]

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