The Week That Shook Gaming: GTA 6 Pre-Orders, Xbox Bloodbath, and Steam’s Record Billions

July 18, 2026 — From Rockstar finally opening the floodgates on Grand Theft Auto 6 pre-orders to Microsoft gutting its gaming division, the gaming industry is experiencing one of its most turbulent and transformative weeks in recent memory. Here’s everything you need to know.


GTA 6 Pre-Orders Are Finally Live — November 19 Can’t Come Soon Enough

After what feels like an eternity of trailers, leaks, delays, and speculation, Rockstar Games has officially opened pre-orders for Grand Theft Auto 6. The most anticipated game of the decade — quite possibly of all time — is locked in for a November 19, 2026 release on Xbox Series X|S and PlayStation 5, and the gaming world is losing its collective mind.

The journey here has been anything but smooth. GTA 6 was originally slated for Autumn 2025 after the first trailer dropped in December 2023. In May 2025, Rockstar pushed the launch to May 2026. Then, in November 2025, the game was delayed once more to its current November 2026 date. Take-Two CEO Strauss Zelnick framed the delay as necessary to deliver “the high level of polish players expect and deserve,” adding that Rockstar has the company’s “full support.”

Given that GTA 6’s development has reportedly cost between $1 billion and $1.5 billion, a few extra months of polish seems like a reasonable investment.

Here’s what the pre-order landscape looks like:

  • Standard Edition — $79.99/£69.99: Includes the base game and the “Vintage Vice City” pre-order bonus pack, featuring the ’55 Vapid Stanier sedan, Shore Court Garage, Vice City-inspired outfits for both Jason and Lucia, and an exclusive tropical weapon pattern channeling Tommy Vercetti’s iconic palm tree aesthetic.
  • Ultimate Edition — $99.99/£89.99: Includes everything above plus a staggering amount of additional content — the ’67 Vapid Dominator Buggy, ’95 Grotti Cheetah, classic car collection, two exclusive vehicle mod shops, personalized weapon variants, the PTT Youngin$ compound, Vice City styles, and over 50 exclusive tattoos from artist collective FAILE.

One notable detail: the physical edition is essentially a code in a box rather than an actual disc — allegedly to prevent leaks. Physical buyers can pre-load the game starting November 12, one week before launch. Take-Two confirmed there will be no disc-based physical release, which has sparked its own conversation about the future of game ownership.

The pre-order launch also revealed Rockstar’s cover art for the game — a striking neon-soaked vista of Vice City’s shoreline that immediately evokes the spirit of the original 2002 Grand Theft Auto: Vice City. The art features Jason and Lucia, the game’s dual protagonists, against a backdrop of palm trees, luxury vehicles, and the unmistakable pastel skyline that has become synonymous with the franchise’s Florida-inspired setting.

What’s particularly notable about GTA 6’s pricing is that it lands at $79.99 — below the $100 threshold some analysts had predicted. Take-Two CEO Strauss Zelnick had previously hinted that the company’s job was to charge “way, way, way less of the value delivery,” suggesting that Rockstar understood the need to balance premium pricing with accessibility. The Ultimate Edition at $99.99 offers what amounts to an enormous content expansion, with vehicle mod shops, a classic car restoration system, exclusive weapons, and an entire gang-related questline involving the PTT Youngin$ compound — essentially a mini-expansion pack bundled at launch.

The decision to ship physical editions as code-in-a-box has been controversial but strategic. By eliminating the disc, Rockstar tightens its control over the distribution pipeline and makes it significantly harder for copies to leak before release day — a lesson hard-learned from the infamous GTA 6 footage leak of 2022. Physical buyers aren’t entirely left out in the cold, though: they gain access to pre-loading a full week early, on November 12, ensuring the game is ready to play the moment the clock strikes midnight on release day.

With Rockstar’s development cost astronomical and pre-order demand expected to shatter records, the question isn’t whether GTA 6 will be profitable — it’s whether it will become the fastest-selling entertainment product in history. Given that its predecessor, GTA 5, has sold over 200 million copies, the ceiling here is genuinely unknown.


Xbox in Crisis: 3,200 Layoffs, Studio Exits, and a “Reset” That Feels Like a Demolition

While Rockstar prepares for its biggest launch ever, Microsoft’s gaming division is in the middle of what can only be described as a corporate meltdown. On July 6, Xbox CEO Asha Sharma announced that Microsoft will cut a total of 3,200 jobs by July 2027, with 1,600 eliminations happening immediately. Five studios are leaving Xbox entirely:

  • Compulsion Games — going independent
  • Double Fine Productions — going independent
  • Ninja Theory — acquired by new owners
  • Undead Labs — acquired by new owners
  • Arkane Lyon — status unclear due to French labor law

The layoffs have been brutal and, by many accounts, mishandled. According to GameDeveloper, 136 people at id Software were laid off in a call that lasted less than 60 seconds — and this happened just one day before the launch of Doom: The Dark Ages’ major expansion. “They didn’t even wait to see if the product is successful before they got rid of the team,” one source told the outlet. “There are no benefits to being owned by Microsoft.”

The damage extends across Xbox’s portfolio:

  • ZeniMax Online Studios (The Elder Scrolls Online) lost 379 employees, including studio head Joe Burba (14-year veteran), executive producer Susan Kath, game director Rich Lambert, and production director Ala Diaz.
  • id Software (Doom, Wolfenstein) lost approximately 95 staffers, heavily impacting its coding team.
  • Obsidian Entertainment (The Outer Worlds, Pentiment) lost 25% of its staff — roughly 60-70 employees — including its art director of 21 years.

Morale, unsurprisingly, is in the toilet. One source told GameDeveloper: “I don’t know how anyone remaining at Xbox studios can feel safe knowing another 1,600 cuts are coming. And even then, what happens after June 2027? Will we get layoffs in July for the third year in a row?”

The root causes are multifaceted. Xbox Game Pass currently sits at 30 million subscribers — fewer than half of the 77 million the company had projected to reach by July 2026. The last time Microsoft publicly reported Game Pass numbers was February 2024, when the service had 34 million users. The October 2025 price hike that saw a 50% increase triggered an exodus, and even though prices were rolled back, the damage was done.

Microsoft’s gaming revenue is down 7% year-on-year, and the company is feeling the squeeze of increased hardware costs driven by what analysts are calling the “AI-fueled RAM crisis.” The entire industry is grappling with component price spikes that have made console manufacturing more expensive than ever.

Amidst the chaos, Bethesda Game Studios offered a glimmer of hope on July 17, sharing a detailed roadmap that confirmed Fallout 5 is in pre-production, remasters of both Fallout 3 and Fallout: New Vegas are in the works (the latter from Obsidian), and The Elder Scrolls 6 is the team’s “primary development focus.” Starfield will continue receiving updates, with new “Starborn” content planned for next year. A Fallout 30th anniversary event is planned for Washington, D.C. in 2027.


Steam’s Record-Breaking H1 2026: $11.1 Billion and Counting

While console manufacturers struggle, Valve’s PC storefront is thriving like never before. According to estimates by Alinea Analytics, Steam generated $11.1 billion in revenue in the first half of 2026 — its highest-ever half-year result and considerably more than the same period in 2025.

Rhys Elliott, head of market analysis at Alinea, noted that the growth stems from multiple factors: the massive Chinese market (which accounted for 50% of all Steam accounts as of February 2025), higher prices on new releases, and third-party publishers returning to Steam after abandoning their proprietary launchers.

“Zoom out over the last decade and things get really crazy,” Elliott said. “There’s obviously a visible dip as the market normalised after the pandemic sugar-high, but the long arc is relentlessly up, with seven half-years of growth.” Over the past decade, Steam has nearly quintupled its revenue.

The biggest earners on Steam so far this year:

  • Forza Horizon 6 — $197.7 million in under two months
  • Resident Evil Requiem — $194.5 million since February launch (3.4 million Steam sales alone)
  • Crimson Desert — $190 million since March launch (a new franchise)
  • Slay the Spire 2 — $141.7 million (indie)
  • Subnautica 2 — $133.6 million (indie)
  • Meccha Chameleon — $71.3 million (indie)

The contrast with the console space is stark. PlayStation is selling fewer first-party exclusives, just announced it will stop bringing exclusives to PC, and is ending physical disc production by 2028. Xbox is in the middle of a painful restructuring. Meanwhile, PC gaming — and Steam specifically — continues to absorb players and publishers alike.


Battlefield 6 x Top Gun: Maverick — The Crossover Nobody Saw Coming

EA and Paramount Games Studio have pulled off one of the most unexpected and genuinely exciting crossovers of the year. On July 21, Battlefield 6 Season 4: Pacific Front launches, bringing a full Top Gun: Maverick collaboration that EA is calling “the franchise’s largest seasonal update to date.”

The crossover brings two iconic fighter jets to the game — the F-18 Super Hornet and the F-14 Tomcat — alongside three Maverick characters fully voiced by their original actors:

  • Bradley “Rooster” Bradshaw — Miles Teller
  • Lt. Robert “Bob” Floyd — Lewis Pullman
  • Adm. Solomon “Warlock” Bates — Charles Parnell

“It’s a huge honor to appear in a long-running franchise like Battlefield with its millions of fans, and talented people working on it,” Teller said in a press release. “And with Top Gun, it’s like two titans meeting.”

The new Carrier Strike mode “pits naval, air, and ground forces against one another as teams seek to destroy the enemy aircraft carrier,” blending Battlefield’s signature large-scale warfare with Top Gun’s aerial cinematic flair. Season 4 also introduces the new Tsuru Reef map supporting naval combat, the RCB-90 Patrol Boat, the 7.7m NSW RHIB transport barge, and three new weapons: the BROD 3 carbine, EF88 bullpup assault rifle, and the VSSM suppressed DMR.

For the standalone battle royale mode Battlefield REDSEC, a ranked mode is finally arriving, along with extensive balance changes to movement, vehicles, and weapon systems.

Battlefield 6 launched on October 10, 2025, to largely positive reviews, selling over 7 million copies in three days — the biggest launch in series history. However, Steam approval dipped from 76% to 67% “Mixed” due to Battle Pass issues and controversial balance changes. Whether this massive seasonal update can win back lapsed players remains to be seen, but the Top Gun branding alone should generate significant buzz.


Bungie’s Marathon Loses Its Game Director as Player Count Dwindles

The hits keep coming for Bungie. On July 17, Marathon game director Joe Ziegler announced he was leaving the studio, just four months after the sci-fi extraction shooter launched in March. Ziegler, who previously served as game director for Riot Games’ Valorant, is passing the torch to Del Chafe III (a 15-year Bungie veteran) and creative director Julia Nardin.

Marathon has struggled to find its footing in an increasingly competitive extraction shooter market. After peaking at 77,358 concurrent players on Steam in March, the game has dwindled to just 12,041 peak players in the last 30 days — an 84% decline. For context, Destiny 2 recently peaked at 167,867 players as Guardians returned to commemorate the end of content development.

Sony, which acquired Bungie for $3.6 billion in 2022, recorded an 88.6 billion yen impairment loss against the studio. Sony CFO Lin Tao acknowledged that earnings from Bungie’s catalog “did not reach the company’s expectations” but said the company will continue to invest. “Player reception to Marathon is strong, with the game receiving a Metacritic score of 82 and more than 90% of the player reviews on Steam being positive,” Tao noted.

Bungie is pushing forward with Marathon’s second season, Nightfall, and will launch an experimental roguelite PvE mode called Vault Breaker from July 21 through August 4. The full PvE mode is slated for season 3, which could be the make-or-break moment for the struggling title.


Sony’s Physical Media Backlash Claims Its Latest Victim: Wolverine

Sony’s announcement on July 1 that it will cease physical disc production for games released after January 2028 has unleashed a firestorm that shows no signs of dying down. The latest casualty is Marvel’s Wolverine, Insomniac Games’ highly anticipated PS5 exclusive.

When PlayStation dropped a new Wolverine trailer confirming Lady Deathstrike’s involvement, the comments section was immediately flooded with backlash. The top YouTube comment sarcastically reads: “Wolverine was really getting PHYSICAL in this trailer, he has such a DISCtinct presence.”

The campaign has been relentless. Sony’s social media accounts went radio silent for nearly a week after the initial announcement. When they returned, the backlash resumed in full force. Now it’s spilling over to other games — indie titles like Hela: of Mice & Magic and Duskfade have been caught in the crossfire when PlayStation reposted their content, forcing smaller developers to publicly address why physical releases aren’t always feasible for them.

Insomniac had to publicly confirm that Wolverine will get a physical release with an actual disc. Meanwhile, GTA 6’s “code in a box” physical edition has only added fuel to the fire. The industry-wide shift away from physical media is accelerating, and consumer pushback is reaching a boiling point that could reshape how publishers approach retail strategy.


Summer Games Done Quick 2026 Raises $2.4 Million for Doctors Without Borders

In a week filled with industry turbulence, the speedrunning community offered a powerful reminder of gaming’s positive side. Summer Games Done Quick 2026 wrapped up in Minneapolis, raising $2.4 million (£1.8 million) for Doctors Without Borders/Médecins Sans Frontières.

The annual marathon welcomed approximately 2,500 in-person attendees alongside thousands of livestream viewers. Standout runs included a world-record-breaking Kirby Air Riders run by Bluekandy, a Balatro run that defied all odds, and an impromptu beatboxing session during the Resident Evil: Requiem run.

Since 2010, Games Done Quick has collectively raised more than $62 million for charities worldwide, including the Malala Fund, Organization for Autism Research, and Prevent Cancer Foundation. The organization also shared a short documentary about Doctors Without Borders’ humanitarian work in Gaza with attendees, underscoring the real-world impact of the funds raised.

All runs are archived on the Games Done Quick YouTube channel, offering hours of entertaining and technically impressive gameplay for anyone looking to relive the event.


What This All Means: An Industry at a Crossroads

Taken together, the stories of this week paint a picture of a gaming industry in profound transition. Rockstar is betting over a billion dollars that GTA 6 will redefine what a blockbuster game can be. Microsoft is dismantling the empire it spent the last decade building, shedding studios and talent at an alarming rate. Steam is thriving as the PC platform ascends while console manufacturers face mounting pressures from hardware costs, shifting consumer preferences, and strategic missteps.

The physical versus digital debate has evolved from a niche concern into a full-blown consumer movement. Bungie’s struggles with Marathon illustrate how even acclaimed studios with massive backing can’t guarantee success in today’s competitive landscape. And through it all, the speedrunning community continues to demonstrate the generosity and passion that makes gaming culture so special.

On July 1, Sony announced it would no longer manufacture physical game discs for titles released after January 2028. The same day, reporting from The Verge revealed that Xbox is working on a system to digitize physical game discs — essentially letting players insert a disc and receive a digital copy that can be sold or borrowed, similar to Nintendo’s game-key cards on the Switch 2. It’s a clever middle ground, but one that still fundamentally shifts the balance of power toward platform holders and away from consumers who value true ownership.

The industry-wide implications are staggering. If the two biggest console manufacturers both move toward digital-first ecosystems within the next two years, the secondary market for physical games — which has been a cornerstone of gaming culture for decades — could effectively collapse. GameStop, already on life support, would face an existential crisis. Independent game stores would likely disappear entirely. And the preservation of gaming history, which relies heavily on physical media surviving beyond server shutdowns, would become significantly more difficult.

For now, publishers are caught between the economics of digital distribution — which eliminates manufacturing costs, retail margins, and used game sales — and the passionate, vocal minority of players who refuse to accept a digital-only future. The question is whether that passion translates into sustained consumer behavior, or whether it’s just noise that fades as the convenience of digital becomes irresistible.


What This All Means: An Industry at a Crossroads

Taken together, the stories of this week paint a picture of a gaming industry in profound transition. Rockstar is betting over a billion dollars that GTA 6 will redefine what a blockbuster game can be. Microsoft is dismantling the empire it spent the last decade building, shedding studios and talent at an alarming rate. Steam is thriving as the PC platform ascends while console manufacturers face mounting pressures from hardware costs, shifting consumer preferences, and strategic missteps.

The physical versus digital debate has evolved from a niche concern into a full-blown consumer movement. Bungie’s struggles with Marathon illustrate how even acclaimed studios with massive backing can’t guarantee success in today’s competitive landscape. And through it all, the speedrunning community continues to demonstrate the generosity and passion that makes gaming culture so special.

As we approach the back half of 2026, all eyes are on November 19 — the day GTA 6 finally lands and potentially reshapes the industry once more. But until then, the turbulence of this week serves as a stark reminder that in gaming, as in life, the only constant is change. The companies that adapt, listen to their communities, and prioritize the player experience will survive. Those that don’t will end up on the growing pile of cautionary tales — a pile that grew considerably taller this week.

For more gaming news, reviews, and analysis, stay tuned to ruocco.it — your daily destination for everything happening in the world of video games.

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