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Forza Horizon 6 Made $270M on Game Pass — And It Just Broke the Industry’s Biggest Myth

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Forza Horizon 6 Made $270M on Game Pass — And It Just Broke the Industry’s Biggest Myth - Image 1
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3 hours ago vpesports

Five years ago, if someone told you a game available for pennies through a subscription would rake in a quarter of a billion dollars, you’d have laughed them out of the room. The logic seemed airtight: why pay for a copy when you can play it free through Game Pass? But Forza Horizon 6 just proved that logic doesn’t always hold — and sometimes it doesn’t hold at all.

How Much Did Forza Horizon 6 Earn on Game Pass? The Key Numbers

According to fresh third-party analytics, the racer from Playground Games posted numbers that are hard to ignore: 6.8 million users, $270 million in revenue, and 2 million daily active players — months after launch, which is rare territory for an arcade racing game. One detail that matters most to series fans: the Premium Upgrade edition sold 1.5 million copies on its own.

That tells you something important. People who tried the game for free through the subscription didn’t just stick around — they reached for their wallets for extra content. The subscription acted as a storefront, not a substitute for buying.

Metric Value
Users via Game Pass 6.8 million
Total revenue $270 million
Daily active players 2 million
Premium Upgrade sales 1.5 million copies

Why Game Pass Doesn’t Kill Sales — And When It Actually Does

The numbers for other titles in the catalog tell a more complicated story: there’s no single rule that applies across the board. For some games, the subscription is a discovery engine that converts into post-launch monetization through DLC and add-ons. For others, it’s the only channel through which the game gets seen at all.

Take the contrast at its starkest. Subnautica 2 pulled in 3.5 million players through the subscription but moved only around 100,000 copies on Xbox consoles directly — meanwhile on Steam the picture flips entirely, with 5.4 million sales and $130 million in revenue. On one platform the game lives off direct purchases; on the other, it survives almost entirely on subscription traffic.

Players driving through fireworks in Forza Horizon 6 as the game maintains around 2 million daily active users

The pattern is even starker among indie and niche horror titles. Escape the Backrooms drew 2.8 million players through the service while direct Xbox sales sat at just 30,000 copies, and High On Life 2 followed a near-identical curve: 1.4 million users inside the Xbox ecosystem against fewer than 30,000 paid purchases.

Table: Which Games Win From Game Pass — And Which Ones Depend on It

Game Game Pass Audience Direct Xbox Sales
Forza Horizon 6 6.8 million 1.5 million (Premium Upgrade)
Subnautica 2 3.5 million ~100K
Escape the Backrooms 2.8 million ~30K
High On Life 2 1.4 million <30K
NBA 2K26 1.4 million
Cyberpunk 2077 1.3 million

What This Means for Developers and Players

For studios, the takeaway is straightforward: Game Pass isn’t a death sentence — it’s a tool whose effectiveness hinges entirely on a game’s monetization model. Racing games, sports sims, and titles with deep DLC ecosystems (Forza Horizon 6, NBA 2K26, Cyberpunk 2077) know how to turn subscribers into paying customers down the line. Linear story-driven horror games and survival titles often don’t have that luxury — their main shot at revenue usually comes at launch, and that’s precisely the window a subscription eats into.

For players, the practical angle looks a little different. If you want to try Forza Horizon 6 without spending a dime, the subscription remains a perfectly reasonable entry point — especially with 2 million people still logging in daily long after launch. As for the Premium Upgrade, it’s worth deciding on that purchase only after you’re already hooked on the game loop — which, judging by the sales figures, is exactly what millions of players have done.

What to Watch Next

The debate over Game Pass isn’t going away after one report — there are too many variables still sitting outside the spotlight: advance payments studios receive just for being in the catalog, the “halo effect” risk of losing a flagship title (look no further than Microsoft pulling new Call of Duty entries from day-one Game Pass access), and the fact that one breakout case like Forza Horizon 6 doesn’t erase the risk for smaller, less hyped genres. Still, one conclusion already holds up: the subscription performs differently depending on what the developer is actually selling next — a tuned-up car, or just the ending of a story. For anyone following Forza Horizon 6, this data is one more reason not to worry about its future — with this kind of content momentum and an engaged player base, support for the game isn’t slowing down anytime soon.

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