Gears of War: E-Day reportedly cost Microsoft $500 million to develop
Bloomberg's Jason Schreier confirmed that Gears of War: E-Day cost roughly $500 million to make, a figure first reported by Kotaku and excluding marketing spend. Windows Central's Jez Corden suggests the total may reflect The Coalition's broader spending since its last release, including engine and tools work for other Xbox studios, though most of it likely went to E-Day itself. Early sales data from Alinea and The Verge show the game sold around 400,000 copies three weeks after launch, with about 1.7 million more playing via Game Pass.
GoKawiil's interpretation of the reporting above, not reported fact.
The reported budget illustrates how costly AAA development in North America has become, a trend Schreier links to EA's decision to shut down BioWare. The modest retail sales alongside heavy Game Pass uptake raises questions about whether subscription revenue alone can justify such high production costs. This could suggest publishers may need to rethink how they measure return on investment for big-budget titles distributed through subscription services.
- Gears of War: E-Day cost about $500 million to develop, per Bloomberg and Kotaku sources
- Early retail sales were modest—around 400,000 copies—while Game Pass drove much higher engagement
- The budget figure may partly reflect broader studio costs beyond just the game itself, according to Windows Central
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Published there as: “Gears of War: E-Day's half-billion-dollar budget was no rumor”
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