
*: abbreviations for the Hitman games are as follows. The IOI icon (in FY18) is when IOI announced their independence from Square Enix. Entries into the Hitman series (*) are indicated, as well as the launch years of Kane and Lynch: Dead Men (KL1), Mini Ninja’s (MN) and Kane and Lynch 2: Dog Days (KL2). Revenue (black triangles), profit (black squares) and average number of employees (blue line) of IO Interactive from financial year 1999-2021. See figure 1 and figure 2 below, which I made to make comparisons with earlier years possible.įigure 1. This is 6.5 times higher than the previous record from FY18 (40.9 million DKK → 6 million USD), after IOI became independent from Square Enix.

Profit: 270.7 million DKK, which amounts to roughly 42 million USD.This is more than double the revenue IOI received following the launch of Hitman (2016) and Hitman: Absolution.



Hitman 3 is up over Hitman 2 sales wise, but I still don't know that it's profitable enough for them to remain independent, especially if this game is going to be a larger scale project, with a lot more engine upgrades required, and maybe resources thrown at it, than the Hitman games. To me it makes more sense to start working on the game, start targeting platforms, see how it runs, and then nail down which platforms it's going to be ready to release on day one, and then announce platforms, as opposed to figuring out the platforms first and having to design around platforms that may not be relevant in 3 years time or whenever this is releasing.Īgain, you're probably right though. The game that they have probably barely started concepting at this point. You could be right, but it could be that they saw what happened with Cyberpunk, and don't want to make any announcements that would leave them stuck making the game for systems that may not be able to run this game optimally.
