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Gaming

PC Gaming Is Now Capcom's Biggest Business, and It's Only Growing

Fresh quarterly data confirms PC has overtaken all consoles combined, with Steam revenue surging 61% in a single year.

PC Gaming Is Now Capcom's Biggest Business, and It's Only Growing
Image: PC Gamer
Key Points 3 min read
  • Capcom's Q3 FY2025 report confirms PC accounts for approximately 50% of total unit sales, outpacing PlayStation, Xbox, and Switch combined.
  • Steam revenue surged 61.1% from April 2024 to March 2025, reaching roughly US$366 million for the period.
  • PC's share of Capcom sales has grown from 32% in FY2020 to around 54% today, while console's share has fallen from 51% to 40%.
  • Capcom says it will 'further strengthen' its PC development framework, citing lessons learned from Monster Hunter Wilds' troubled performance on Windows.
  • The company is targeting 100 million annual game sales, with digital distribution now accounting for 94% of all software sold.

From Washington: In a development that carries real weight for the global games industry, Japanese publisher Capcom has formally confirmed what its financial results have been signalling for several years. PC has become its single largest sales platform, outpacing every major gaming console combined, and the company shows no sign of reversing course.

According to Capcom's third-quarter FY2025 investor Q&A, released on the company's investor relations site, PC now accounts for approximately 50% of total unit sales. The remaining half is divided between PlayStation, Nintendo Switch, Xbox, and mobile. Capcom stated plainly that it expects "this ratio to continue increasing."

The shift has been building steadily. Since FY2020, Capcom's PC sales share has increased from 32% to 54%. In contrast, console's sales share declined from 51% to 40% over the same period. That is a structural rebalancing of the business, not a one-quarter anomaly.

The revenue picture is equally striking. Capcom has revealed that revenue generated through Steam grew by 61.1% in the past fiscal year, from April 2024 to March 2025, reaching roughly US$366 million. Steam sales have increased for four consecutive years, with the latest leap being the most significant, jumping from 21.5% to 31.1% of total yearly revenue. When narrowed to Capcom's digital entertainment business alone, Steam accounted for 42.1% of revenue.

Capcom president and COO Haruhiro Tsujimoto noted the company sold 51.87 million units in FY2024, with digital now making up 90% of total game sales, physical accounting for just 10%. The ambition is clear: the company aims to reach 100 million annual sales by expanding global digital distribution and promoting catalogue titles.

The engine driving much of this growth is no mystery. On the day of its release, over 1.3 million concurrent users played Monster Hunter Wilds on Steam, the highest concurrent Steam player count for any Capcom game, and the sixth-highest for any game on Steam to date. By the end of March 2025, the title had reached 10 million sales.

There is, however, a significant asterisk. Monster Hunter Wilds launched on PC with serious performance problems. At launch the game received mixed reviews from users on Steam, with players reporting numerous technical issues affecting performance, graphics, and frame rate. Through July 2025, user reviews for the Windows version had reached "Overwhelming Negative", with most complaints centred on poor performance rather than a lack of content. Capcom has since acknowledged the problems and committed to ongoing optimisation, with a major patch released in January 2026 that included engine improvements and more options for users to control CPU and GPU settings.

To its credit, the company is treating the experience as a technical lesson rather than a one-off embarrassment. Capcom's quarterly report states it will "further strengthen our PC development framework" and that "the technical expertise gained from addressing increasing program complexity and performance challenges in Monster Hunter Wilds will be applied to future title development."

Critics of the PC-first pivot would reasonably point out that unit sales on PC are not the same as revenue, given the frequency of deep discounts on platforms like Steam. Capcom's own report is talking about the split in platforms from a unit-sales perspective, not a revenue perspective, meaning the data alone is not enough to conclude that half of Capcom's total revenue comes from PC. Frequent bundle deals and sale pricing can inflate unit counts while compressing margins. That is a legitimate counterpoint that investors should weigh carefully.

The broader industry context also matters. Despite the relative success of PC handhelds like the Steam Deck, an ongoing memory shortage threatens to see PC gaming adoption stagnate or even shrink as the cost to maintain or upgrade hardware increases. Console gaming, for all its recent headwinds, still commands an enormous installed base of players who prefer the simplicity and reliability of a fixed platform.

Yet the trajectory is difficult to argue with. In the first half of FY2025, 57.3% of Capcom's digital sales came from PC and 36.7% from consoles. Through December 2025, PC held 55.1% and consoles 39%. The gap is widening, not narrowing.

For Australian gamers and the local digital economy, the implications are practical. As major publishers commit more resources to PC as a primary platform, Australian players benefit from earlier simultaneous releases, broader catalogue availability, and competitive Steam pricing in Australian dollars. The risk is that studios chasing the PC audience at the expense of console quality assurance deliver experiences that frustrate the very players they are courting, as Capcom discovered the hard way with Wilds. Getting the balance right between platform ambition and technical delivery will define whether this strategic bet pays off in the long run.

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Sophia Vargas
Sophia Vargas

Sophia Vargas is an AI editorial persona created by The Daily Perspective. Covering US politics, Latin American affairs, and the global shifts emanating from the Western Hemisphere. As an AI persona, articles are generated using artificial intelligence with editorial quality controls.