Black Myth: Wukong has reportedly sold more than 30 million copies, reaching the milestone much faster than FromSoftware’s Elden Ring. The figure points to a remarkable global debut for Game Science’s action RPG, which launched in August 2024 on PC and PlayStation 5 before later arriving on Xbox Series X|S.
The milestone is especially notable because Elden Ring needed more than three years to reach 30 million sales, while Black Myth: Wukong appears to have reached that number in less than two years. The comparison shows how quickly the game broke through, not only in China but also across the global market.
A recently published document from the Central Committee of the Communist Youth League of China reportedly listed the updated sales figure. While Chinese players played a major role in the game’s success, more than half of sales reportedly came from outside China, showing that Wukong became far more than a domestic hit.
Black Myth: Wukong became a global success story
Black Myth: Wukong was always expected to perform well in China, where the Journey to the West inspired setting had obvious cultural weight. What made the game more surprising was how strongly it connected with players around the world.
The game’s main platform was PC through Steam, where it generated huge interest before launch and maintained strong momentum after release. The PlayStation 5 version also performed well, giving the game a large console audience from day one.
| Game | Reported 30 million sales timeline |
|---|---|
| Black Myth: Wukong | Less than two years after launch |
| Elden Ring | More than three years after launch |
| Main Wukong platforms at launch | PC and PlayStation 5 |
| Later platform | Xbox Series X |
| Major sales driver | Global PC demand and strong Chinese market support |
The Xbox version arrived one year later, which means the game reached most of its early success without a full same day multiplatform release.
Steam played a major role in its growth
Steam appears to have been the biggest platform for Black Myth: Wukong. That makes sense because the game built a huge PC audience through trailers, technical showcases, and word of mouth before launch.

The game also won Game of the Year at the Steam Awards 2024, a fan voted result that reflected its strong connection with players. That kind of recognition helped keep the game visible beyond launch month.
For a new premium action RPG from a studio making its first major blockbuster, that level of PC success is rare. It shows how much demand there was for a high production single player action game based on Chinese mythology.
The game proved Game Science could compete at blockbuster scale
Black Myth: Wukong was Game Science’s breakout moment. The studio delivered a visually impressive action RPG with strong boss fights, rich art direction, and a world built around familiar mythological ideas presented with modern production values.
The game was not seen as perfect. Some players and reviewers pointed to repetition, uneven pacing, and a challenge level that may not have satisfied everyone looking for a Soulslike experience. But the overall reception was strong enough to turn it into one of the biggest new gaming success stories of the decade.
That matters because the industry often leans heavily on established franchises. Wukong showed that a new AAA scale project can still reach a huge audience when it has a clear identity, strong visual appeal, and a setting that feels fresh to many players.
The Elden Ring comparison shows how fast Wukong moved
Comparing Black Myth: Wukong to Elden Ring is difficult because the two games are different in design, history, and studio background. Elden Ring had the strength of FromSoftware’s long built reputation and the backing of a globally recognized fantasy collaboration. Black Myth: Wukong had massive anticipation, but Game Science had to prove itself with its first major release.
That is why reaching 30 million sales faster is impressive. It does not mean one game is better than the other, but it does show how quickly Wukong turned hype into actual purchases.
It also shows the rising strength of Chinese developed games in the premium global market. For years, China’s gaming industry was often discussed mainly through mobile, online, and free to play titles. Wukong changed that perception by proving that a Chinese studio could deliver a full price single player blockbuster with worldwide reach.
Game Science is already working on its next Black Myth project
Game Science has already announced Black Myth: Zhong Kui, though it will not be a direct sequel to Wukong. The studio has also reassured fans that the Monkey King’s journey is not over, suggesting that future projects may return to that world later.
Zhong Kui gives the studio room to explore another mythological figure while avoiding a simple repeat of Wukong. That could be smart, but it also creates high expectations. After selling more than 30 million copies, Game Science’s next project will face much more pressure than Wukong did before launch.
The studio now has to prove that Black Myth can become a lasting series, not only a one time phenomenon.
Wukong’s success changes expectations for Chinese AAA games
Black Myth: Wukong passing 30 million sales is more than a sales headline. It is a signal that global players are open to big budget games from new regions when the quality and presentation are strong enough.
The game’s success will likely encourage more investment in Chinese AAA development, especially for PC and console projects aimed at worldwide audiences. It may also push publishers to take more chances on games rooted in local mythology, history, and culture.
For Game Science, the milestone confirms that Wukong was one of the most important new releases of its generation. For the wider industry, it shows that the next major global hit does not have to come from the same handful of studios or franchises.



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