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Sales Data Paints a Very Grim Picture for Physical PS5 Games in the USA, UK
New sales figures from Circana analyst Mat Piscatella show physical PS5 game sales collapsing in the US, with only seven PS5 titles selling more than 100,000 physical copies in 2026 so far, and just two managing over 10,000 units in a single week (the seven days to 11th July). The data lends weight to Sony's decision to end PlayStation disc production from January 2028, a move the company has attributed to consumers increasingly preferring digital downloads over physical media, and which it appears unlikely to reverse despite a sustained backlash from fans online.
The figures also extend to the UK, where market analyst Christopher Dring noted that just 1,000 boxed copies sold last week was enough to place a game ninth in the physical charts, a spot held by Pokémon Legends: Z-A, with the newly released Star Fox remake for Switch 2 in tenth. Piscatella did not name which PS5 titles crossed the 100,000 mark, though likely candidates include major 2026 releases such as Resident Evil Requiem, Crimson Desert and 007 First Light. Sony has said digital sales now outpace physical by as much as 85%, and the vocal fan campaign against ending disc production has not stopped indie developers from being caught up in the criticism.
In short
- Only seven PS5 games topped 100,000 physical sales in 2026 so far.
- UK top 10 chart entry needs just 1,000 physical copies sold weekly.
- Data supports Sony's move to end PS5 disc production from January 2028.
Steelman: both sides, in good faith
The strongest fair case each way — we don't pick a winner.
The case for
Sony's decision reflects clear market data showing digital sales now account for 85% of PS5 game purchases, with physical titles selling in five figures or fewer per year. The company's position holds that discontinuing disc production represents a rational response to decisive consumer behaviour, allowing them to reduce manufacturing costs, streamline distribution, and focus investment on the digital infrastructure where the vast majority of customers actually purchase games. This efficiency gains resources for developing better digital services whilst reducing environmental impact from physical production.
The case against
Whilst digital dominance is undeniable, even marginal physical sales represent genuine consumers for whom the format matters—whether due to limited broadband access, preference for ownership security, resale opportunities, or simply wanting tangible media. Ending physical production eliminates consumer choice entirely and removes a safety net should digital services become unavailable, whilst concerns about game preservation mount when publishers hold exclusive control over access. Critics argue that profitable efficiency should not override the needs of remaining customers, and that this represents a troubling erosion of consumer rights in favour of platform gatekeeping.
Explained simply
Sony's PlayStation 5, a gaming console released in 2020, traditionally came with an option to play games purchased as physical discs and boxes. Over recent years, however, fewer gamers have been buying physical games, with the majority now preferring to download games directly to the console rather than purchasing physical copies. This shift is significant because it represents a fundamental change in how the gaming industry distributes and sells software.
Recognising this change, Sony announced plans to stop manufacturing PlayStation discs entirely from January 2028. The company has attributed the decision to consumer preference for digital downloads, and whilst the move has faced vocal criticism from some fans who value owning physical games, the sales figures suggest such concerns do not reflect the behaviour of most gamers. The decision is unlikely to be reversed despite the online backlash.
Recent sales data demonstrates the extent of physical games' decline for PlayStation 5, with even the most popular physical titles attracting relatively modest numbers of sales. The figures show that physical media has become a small part of the overall games market for consoles, reflecting the broader industry trend towards digital downloads.