Diablo 3 sells 6.3 million, 3.5 million in first day
In spite of all the launch controversy, Diablo 3 has done astonishingly well. Blizzard announce that they've shifted 6.3 million copies, 3 and a half million of which were sold in the first day. The launch broke Amazon records for pre-orders and day one sales, and became Gamestop's biggest PC game launch of all time. That number doesn't include the entire Korean market, where apparently Diablo 3 has become the most played game in Korean Internet game rooms.
No wonder Blizzard's servers took a beating when the game went live last week. Blizzard co-founder Mike Morhaime reiterated that the team "regret that our preparations were not enough to ensure everyone had a seamless experience" when logging on.
"I want to reaffirm our commitment to make sure the millions of Diablo III players out there have a great experience with the game moving forward, and I also want to thank them for their ongoing support.”
After lots of downtime and server maintenance, the developers have moved onto balancing patches. Earlier today the Monk, Wizard and Demon Hunter had skills tweaked by some quiet hotfixes, Blizzard say they'll publish patch notes tomorrow.
Not one of the 7.7 million playing Diablo 3? Find out what all the fuss is about in our Diablo 3 review.
The biggest gaming news, reviews and hardware deals
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
Part of the UK team, Tom was with PC Gamer at the very beginning of the website's launch—first as a news writer, and then as online editor until his departure in 2020. His specialties are strategy games, action RPGs, hack ‘n slash games, digital card games… basically anything that he can fit on a hard drive. His final boss form is Deckard Cain.
Sorry Metaphor, but after playing 300 hours worth of Atlus RPGs in 2024, Shin Megami Tensei 5: Vengeance is my favorite
Final Fantasy 14's battle designer admits they went a little overboard on streamlining fights, especially for melee: 'Our policy of reducing gameplay-related frustrations was sometimes taken too far'