Publishers lose up to 50% of revenue on every physical game sold

By: Anton Kratiuk | today, 14:57

Physical games are becoming a losing proposition for publishers — and the numbers explain why Sony is abandoning discs entirely by January 2028. On a standard $70 game, third-party publishers keep roughly $35 after production costs, licensing fees paid to Sony or Microsoft, retail margins, and distribution. Sell the same game digitally, and that figure jumps to around $49, per Outlook India. That's a 40% difference on every single unit.

The disc economics nobody talks about

Journalist Stephen Totilo dug into the mechanics of physical publishing for Game File, and found a system more opaque than most people realize. A publisher wanting to release a disc version must contract with Sony or Microsoft, take on full liability for unsold inventory, pass certification, finalize packaging, choose disc capacity, and clear several more stages — all before a single copy ships. None of the publishers Totilo approached would discuss the specifics on the record.

The cost structure is stacked against physical from the start. Production, shipping, and the platform holder's licensing cut eat into revenue before retail even takes its share. For games spread across multiple discs, the losses compound further. In total, publishers recoup no more than 45–50% of the sticker price on a physical sale. Digital, by contrast, means paying a roughly 30% platform fee and keeping the rest — and on storefronts like Steam, that cut can be even lower for high-revenue titles.

What this means at the store

Sony's official announcement confirms no new PlayStation games — first- or third-party — will ship on disc after January 2028. Physical now accounts for just 3% of PlayStation revenue; digital is ten times larger.

GTA VI makes the shift concrete. Rockstar's physical edition will contain only a download code — no disc. At a confirmed $79.99 standard price, it signals a new AAA pricing floor that doesn't need used-game competition to sustain itself. For retailers like GameStop, which built a significant part of their business on pre-owned disc sales, code-in-box removes the product that made secondhand viable. CNBC estimates the global used-game resale market at $7 billion annually — all of it dependent on physical media.

The collector's consolation prize

Physical editions won't vanish entirely. What's more likely is a collector's market: a nice box, some printed artwork, maybe a few extras — with a download code tucked inside. For publishers, it's the best of both worlds. For anyone who bought discs to resell or lend them, it's effectively the end of ownership as they knew it.