Entertainment

Bloodborne Sold More Than 251,000 Copies This Year, Analyst Says

Vince MaglayaPublished 2m ago2 min readBased on 6 sources
Bloodborne Sold More Than 251,000 Copies This Year, Analyst Says
Photo by Ján Jakub Naništa on Unsplash

Bloodborne, the 2015 action role-playing game from FromSoftware, has sold more than 251,000 copies this year, according to figures shared by Rhys Elliott, head of market analysis at Alinea Analytics. Elliott posted the number on X, and Eurogamer reported it on 2 November 2026.

Action role-playing games are built around hard fights, where a player learns enemy patterns and tries again after each loss. Bloodborne is a PlayStation 4 title, and it has kept a steady audience years after launch. Its launch came in late March 2015.

Elliott also estimated the game's lifetime sales at 10.4 million copies. He put its total revenue at US$317 million, or about £236 million.

Players are still finding the game through PlayStation Plus, the subscription service that lets members play a rotating library of titles. According to Elliott, more than half a million people played Bloodborne in October through that service. He also said that 12 percent of those October players also played Elden Ring during the month. Six percent also played Dark Souls 3, and 5 percent played Sekiro: Shadows Die Twice. All three are games from the same studio.

Earlier milestones tell a longer story. In March 2015, Sony said Bloodborne had passed one million copies sold worldwide, counting both physical discs and digital downloads. In September 2015, at the Tokyo Game Show, Sony said the game had sold more than 2 million copies. A 2023 report on PlayStation sales put Bloodborne at nearly 7.5 million copies between March 2015 and February 2022.

Sony has not, in the coverage reviewed here, given a new official total for 2026. The 10.4 million lifetime figure is therefore an estimate from an analyst, and it sits alongside the earlier numbers Sony did publish.

For players, the numbers mean the game still has a sizeable audience. For the wider business, they show how older titles keep earning after their first year, especially through subscriptions and discounted sales. The subscription figures also show how a catalogue game can reach new players without a new release.