Off by a factor of 10, looks like it was 500k but still,
I think that is a function of VR headset ownership which is only at like 2% of the market or something. Adjusted for the market it was likely pretty big. I grant that within the wider videogame market it is not nearly as relevant though.
Although I’d argue the real goal of Alyx was to entice more people to take the VR plunge. That’s bad luck with the pandemic, as I’m sure the $1k price tag (more if you need a better computer too) is hard to do for many in this climate.
You need to be able to clear out enough space to wander around a room blindfolded, too. That's really at a premium right now if you're not living alone; kids, roomies, parents, and spouses are all fighting for space in homes that were perfectly adequate when everyone went out to work or school most of the day.
>You need to be able to clear out enough space to wander around a room blindfolded, too.
You really don't. I have a 3ft by 3ft playspace (at most), and I played through Alyx (as well as tons of other VR games) just fine. Sure, having more space would've made it a little bit better, but the overall experience is just as great.
The whole reason Steam exists is because Valve pushed it with high-profile content, over a decade ago - initially Half-Life multiplayer (To a ton of community backlash), followed by Half-Life 2, as Steam exclusives.
It's only been the past several years that Valve has completely stopped making games, and started working on other things.
I have multiple VR devices and for some reason, even with SteamVR active and my Index plugged in the last hardware survey didn't register my VR device, so its possible that the number is actually much higher than reported.
They are selling out continuously, I have a rift s but still choose to get the notifications when various headsets are in stock and it takes less than 30 minutes for them to sell out again. Supply chain issues from COVID are very real but the demand is pretty apparent regardless