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PlayStation Reports Flat Q1 Sales as Sony Confirms Physical Disc Production Will End

Sony's Games division posted flat revenue in Q1 while operating income jumped 37%, driven by tariff refunds.

PlayStation Reports Flat Q1 Sales as Sony Confirms Physical Disc Production Will End
Image: PlayStation Blog

Sony's Games & Network Services segment reported flat sales in its first quarter, but a 37% surge in operating income told a more nuanced story. The company's official Q1 FY2026 results for the three months ended June 30, 2026 also brought fresh clarity on its controversial plan to end physical disc production for new PlayStation games starting January 2028.

Overall, Sony posted sales income of ¥2.83 trillion ($17.6 billion), up 8% year-on-year, with operating income climbing 40% to ¥476.4 billion ($2.9 billion). The Games & Network Services segment contributed ¥937.1 billion ($5.8 billion) in sales, essentially flat compared to the prior year, while operating income reached ¥202 billion ($1.2 billion), a 37% jump primarily driven by US tariff refunds.

The segment's flat top line reflected declines in hardware and non-first-party software sales. PS5 unit sales fell from 2.5 million to 1.6 million year-on-year, with hardware revenue down 10.4% to ¥222 billion ($1.3 billion). First-party game sales dropped from 6.9 million to 6 million units, while non-first-party software edged up slightly from 65.9 million to 66.1 million units.

Total software sales reached ¥526.6 billion ($3.2 billion), with digital software and add-on content accounting for the vast majority at ¥485.2 billion ($3 billion). Physical software generated just ¥20.5 billion ($128 million), a figure that underscores the digital shift Sony is banking on with its disc production decision.

CFO Lin Tao addressed the backlash against the physical disc halt, acknowledging that the company has received strong feedback from consumers. "We understand that the community has put forward those views to us," Tao said during the earnings call. "Games are loved by many people, it's a form of entertainment that's loved by people, and it's connected to people's fond memories in many cases, and so we understand those emotions."

Tao explained that the decision was driven by the broader industry shift toward digital distribution. "When we think about the future, we put in a lot of thought and time, and we cautiously considered this, and we came to this conclusion, and we're going to cautiously move this forward," she said.

The company also confirmed it has secured enough memory supply to meet its projected hardware sales volume for the full fiscal year, and expects hardware profitability in FY2026 to remain similar to FY2025.

Network services provided a bright spot, rising 21% year-on-year to ¥172.6 billion ($1 billion). Monthly active users hit a record 125 million in June, up 2%, though total playtime declined 4%. Sony described engagement as "solid" for the quarter, benefiting from season updates to major titles and new releases.

Looking ahead, Sony raised its full-year G&NS forecast to ¥4.5 trillion ($28.1 billion) in sales, up from ¥4.4 trillion ($27.4 billion) previously, and operating income of ¥660 billion ($4.1 billion), up from ¥600 billion ($3.7 billion). The revised outlook suggests Sony expects the tariff refund benefit to be temporary but sees enough momentum in software and services to lift the full-year picture. That balance leaves subscriptions, network services, and digital software as the main offset to slower hardware sales.