Warhammer 40K Statistics

Warhammer 40K Statistics 2026: Revenue, Players, Space Marine 2 Sales and Market Data

Warhammer 40K Statistics 2026: Revenue, Players, Space Marine 2 Sales & Market Data
Games Workshop, the Nottingham-based company behind Warhammer 40,000, reported record core revenue of £626.8 million (c.$790M) in fiscal year 2025/26 — a 10.9% increase year-over-year. Add Warhammer 40,000: Space Marine 2, which crossed 15 million players as of October 2026, and the Warhammer 40K franchise is simultaneously the world’s biggest miniature wargame by revenue, a video game hit generating millions of new fans, and a growing media property spanning comics, animation, and a rumoured major film deal. This article covers every publicly disclosed number: GW’s full P&L by channel, the Space Marine 2 sales arc, the 11th Edition launch, subscriber counts, store numbers, and what the data honestly cannot tell us about total player count.

Key Takeaways: Warhammer 40K Statistics 2026

  • Revenue£626.8M core revenue FY2025/26 (+10.9% YoY) — total revenue £659.7M (+6.8%). Record in both metrics. Trade was the growth engine at +17.2% to £405.3M. [GW Annual Report, 52 weeks to 31 May 2026]
  • ProfitProfit before tax: £275.7M (+4.9% YoY) — core operating profit £245.1M (+£33.3M YoY). Core gross margin improved from 69.5% to 71.1%. Despite record sales, licensing income fell 37% due to Space Marine 2’s fading tailwind. [GW Annual Report 2026]
  • Stores598 Games Workshop-owned stores in 24 countries — 42 opened, 14 closed in FY2025/26. Independent retail accounts grew to c.9,100 across 71 countries (+1,000 YoY). [GW Annual Report 2026]
  • Space Marine 215 million players (October 2026) — up from 7M (June 2025) and 4.5M (one month post-launch, Oct 2024). Year 3 update drove highest weekly Steam activity since October 2024. Space Marine 3 already in development. [PULLUP Entertainment investor report; Focus Entertainment; Insider Gaming]
  • 11th EditionWarhammer 40,000 11th Edition launched June 2026 — new editions are GW’s most reliable commercial catalyst. 10th Edition (2023) was GW’s single best sales month ever at launch. 11th Edition launched mid-FY2026/27 so impact will be fully seen in next annual report. [Wikipedia; Wargamer; GW trading statements]
  • Digital890,000 My Warhammer active users; 269,000 Warhammer+ subscribers — both records at 31 May 2026. The Warhammer 40K app has over 2.8 million registered users. World Championships watched by 1.5M unique online viewers. [GW Annual Report 2026; Market Intelo estimate]
  • MarketGW holds ~28–32% of the $3.8B global miniatures market — the tabletop wargames market (a sub-segment) is worth $1.15B in 2025. GW is by far the dominant player. [Market Intelo; Growth Market Reports]
  • Player CountNo official tabletop player count exists — GW does not publish one. The 15M Space Marine 2 players figure (including subscription users) is the closest proxy for broad franchise reach. Community estimates suggest 2–5M active tabletop players globally, with no verifiable primary source. [Icon Era; GW Annual Report caveat]

1. Games Workshop Revenue 2026: Record £659.7 Million in FY2025/26

Important context: Games Workshop does not publish a separate revenue figure for Warhammer 40,000 alone. Its “core revenue” (£626.8M) covers all Warhammer products — 40K, Age of Sigmar, Horus Heresy, Kill Team, and others. Warhammer 40K is by far the largest product line, but an exact 40K-only revenue figure is not publicly available. This section uses GW’s total core revenue as the closest public measure.

Games Workshop Group PLC (LSE: GAW) reported total revenue of £659.7 million for the 52 weeks ending 31 May 2026, up 6.8% from £617.5 million the prior year — a new all-time record for the company. Core revenue (miniatures and hobby products, excluding licensing) reached £626.8 million (+10.9% YoY), with core gross margin improving to 71.1% from 69.5%. Profit before tax hit a record £275.7 million.

£659.7M
Total Revenue FY2025/26
↑ +6.8% YoY · Record
£626.8M
Core Revenue
↑ +10.9% YoY · Record
£275.7M
Profit Before Tax
↑ +4.9% YoY · Record
71.1%
Core Gross Margin
↑ From 69.5% (FY2024/25)
Games Workshop Core Revenue — Annual History
GBP millions · Fiscal year end May · Source: GW Annual Reports (LSE filings)
FY2020/21
£287M
FY2021/22
£368M
FY2022/23
£445M
FY2023/24
£494.7M
FY2024/25
£565.0M
FY2025/26 🔺
Record: £626.8M
£626.8M

Source: GW Annual Reports FY2020/21–FY2025/26 (LSE:GAW). HIGH — primary company filings

Over the ten-year period ending May 2026, Games Workshop delivered year-on-year core business sales growth in 102 of 120 months — a remarkable consistency for any consumer hobby company. The FY2025/26 result is notable because it was achieved without the Space Marine 2 licensing windfall that boosted FY2024/25. Core miniature sales are doing the heavy lifting on their own.

2. Revenue by Sales Channel: Trade Dominates, Licensing Falls

Trade vs Retail Channel Visual

Games Workshop sells through three channels: Trade (to independent retailers), Retail (GW-owned stores), and Online (direct). In FY2025/26, Trade was the standout performer, growing 17.2% to £405.3 million — its best year ever — as GW added approximately 1,000 new independent retail accounts globally, reaching c.9,100 accounts across 71 countries.

65%
Trade (Independents)
£405.3M
+17.2% YoY
21%
Retail (GW Stores)
£131.4M
+2.1% YoY
14%
Online (Direct)
£90.1M
−0.6% YoY (reported)

⚠ Licensing Revenue Fell 37% — The Space Marine 2 Effect Fades

Licensing income dropped from £52.5M to £32.9M (−37.3% YoY) in FY2025/26, as the extraordinary Space Marine 2 launch royalties from FY2024/25 did not repeat. Licensing operating profit fell from £49.5M to £29.9M. This was expected: GW’s half-yearly report (November 2025) had already warned that licensing revenues would fall “almost 50% year on year” for H1 FY2025/26, and so they did. Core miniature sales growth of 10.9% more than compensated, however — confirming that Space Marine 2 brought new hobbyists who then bought physical products, rather than substituting for them. [Source: GW Annual Report 2026; Home of Direct Commerce]

Revenue Stream FY2024/25 FY2025/26 Change Notes
Core revenue (total)£565.0M£626.8M+10.9%Miniatures, paints, terrain, books
— Trade (independent retail)£345.8M£405.3M+17.2%Strongest channel; 9,100 accounts
— Retail (GW-owned stores)£128.7M£131.4M+2.1%598 stores at year-end
— Online (direct)£90.5M£90.1M−0.6%+2.3% at constant currency
Licensing revenue£52.5M£32.9M−37.3%Space Marine 2 tailwind faded
Total revenue£617.5M£659.7M+6.8%New all-time record

Source: Games Workshop Annual Report FY2025/26 (published 28 July 2026); Home of Direct Commerce. HIGH — primary company filing (LSE:GAW)

3. Warhammer Store Statistics 2026: 598 Owned Stores, 9,100 Trade Accounts

Warhammer Store Visual
598
GW-Owned Warhammer Stores
Across 24 countries
42
New Stores Opened FY2025/26
↑ Net +28 (14 closed)
9,100
Independent Retail Accounts
↑ +1,000 YoY
71
Countries with Trade Accounts
Global footprint

At 31 May 2026, Games Workshop operated 598 Warhammer stores across 24 countries, having opened 42 and closed 14 during the year. Retail revenue grew a modest 2.1% to £131.4M — slower than Trade — suggesting GW-owned stores serve primarily as marketing and community hubs (single-person staffed, event-focused) rather than pure revenue drivers. The company’s rapid expansion of independent retail accounts — now at 9,100 globally across 71 countries — is the more commercially significant metric, with Trade revenue up 17.2% to £405.3M.

Games Workshop has followed a deliberate strategy of keeping its own stores small, staff-light, and community-focused, while driving volume through independent games stores and hobby shops. This asset-light retail model keeps overheads low and community trust high — GW-owned stores are more akin to brand embassies than high-street retail outlets.

4. Warhammer 40,000: Space Marine 2 — From 4.5 Million to 15 Million Players

🎖 Space Marine 2: The Most Important Warhammer Event in a Decade

Space Marine 2, developed by Saber Interactive and published by Focus Entertainment, launched on 9 September 2024. It is not an exaggeration to say it transformed the Warhammer 40,000 franchise’s trajectory: it became the best-selling and most-played Warhammer video game in franchise history, attracted millions of players who had never bought a GW miniature, and gave GW its highest licensing revenue year ever in FY2024/25.

As of October 2026, two years after launch, the game has crossed 15 million players — with a Year 3 content update driving the highest weekly Steam activity since launch month. Space Marine 3 is already in development.

Date Milestone Source
Sept 5, 2024 (Advanced Access)2 million players (5 days)Focus Entertainment / Twitter
Oct 2024 (1 month post-launch)4.5 million copies soldFocus Entertainment official
225,622 CCU (Steam peak)All-time peak concurrent on SteamSteamDB — most-played Warhammer game ever
Jan 2025 (4 months)6 million copies soldGameDev Reports; Focus Entertainment
June 2025 (9 months)7 million copies soldFocus Entertainment / Insider Gaming
April 202612 million playersPULLUP Entertainment investor report
October 202615 million playersPULLUP Entertainment; Gamefragger

Source: Focus Entertainment / PULLUP Entertainment official communications; Insider Gaming; Gamefragger (Oct 2026). HIGH — publisher-confirmed milestones

⚠ Players vs Copies Sold: An Important Distinction

The “15 million players” figure (confirmed by PULLUP Entertainment) includes players who accessed the game through subscription services (PlayStation Plus, Xbox Game Pass). It is therefore a player count, not a unit sales figure. The highest confirmed copies-sold milestone is 7 million (June 2025, nine months post-launch), which was disclosed before subscription inclusions were standard in reporting. The actual unit sales figure at October 2026 is likely higher than 7 million but lower than 15 million. This distinction matters when comparing to copy-sold figures for other games.

Space Marine 2 peaked on Steam at 225,622 concurrent players — making it the most-played Warhammer game on the platform ever, surpassing Total War: Warhammer III (168,700 CCU) and Total War: Warhammer (113,000 CCU). It was Steam’s 11th-biggest launch of 2024 by peak concurrent players. Its success also prompted Focus Entertainment and Saber Interactive to greenlight Space Marine 3 just six months after launch — an unusually rapid greenlight reflecting the commercial confidence generated by the title.

Space Marine 2’s Impact on GW’s Physical Business

According to Games Workshop’s own commentary, Space Marine 2 “attracted over four million players, particularly among parts of the core videogamer demographic who may not be familiar with the Warhammer 40K IP.” [Wargamer, citing GW half-yearly report]

GW reported its core business grew 15% in H1 FY2025/26 — the half-year without any Space Marine 2 launch buzz — suggesting the game successfully converted digital players into physical hobbyists at a measurable rate.

FY2024/25 featured “completely unprecedented licensing revenue” for GW — the highest in the company’s history — directly attributable to Space Marine 2 royalties. While FY2025/26 saw licensing fall 37%, the core miniature business absorbed and exceeded that gap. [Wargamer; GW Annual Reports]

5. Warhammer 40,000 11th Edition (2026): The New Catalyst

Warhammer 40,000 launched its 11th Edition in June 2026, with Orks receiving their new Codex in September 2026. New editions of Warhammer 40K are the single most reliable revenue catalyst in Games Workshop’s business — every edition launch triggers a cycle of army rebuilding, new starter sets, new Codexes, and renewed hobby activity that typically drives GW’s strongest sales months. The 10th Edition launch in June 2023 produced GW’s “single best sales month ever” at launch.

Edition Launch Year Key Commercial Impact
8th Edition2017Major rules simplification; widely credited with modernising the game and growing the player base significantly
9th Edition2020Pandemic era — helped fuel GW’s explosive 2020/21 revenue growth (£287M to record at the time)
10th Edition2023GW’s best-ever single sales month at launch; free core rules; further simplified entry barrier
11th EditionJune 2026Launched mid-FY2026/27; impact will be fully visible in GW’s next annual report (July 2027). Orks Codex: September 2026

The strategic importance of the 11th Edition cannot be overstated. GW operates on roughly three-year edition cycles, and the edition launch is when the company converts existing players into repeat buyers (new army boxes, new Codexes, updated terrain) and attracts new starters (via bundled starter sets at accessible price points). The launch of 11th Edition in June 2026 — partway through GW’s FY2026/27 — means the next annual report will likely show another step-change in revenue, continuing the decade-long growth trajectory.

6. Warhammer Digital Statistics: 890,000 Active Users, 269,000 Subscribers

890K
My Warhammer Active Users
↑ From 695K (Nov 2024)
269K
Warhammer+ Subscribers
↑ From 207K (Nov 2024)
513K
Warhammer Email Active
↑ From 450K (FY2024/25)
2.8M
Warhammer 40K App Users
Registered (est. 2025)

Games Workshop’s digital ecosystem has grown substantially. My Warhammer — GW’s single-login platform for its web store and apps — had approximately 890,000 active users at 31 May 2026, up from 695,000 at November 2024 (a 28% increase in six months). GW defines “active” as someone who has engaged with them online in the last six months.

Warhammer+, the subscription video service featuring animated series, battle reports, and app access, reached approximately 269,000 subscribers at 31 May 2026, up from 248,000 (November 2025) and 207,000 (November 2024). While small by Netflix standards, this is a meaningful recurring revenue stream of approximately £30–40 million annually at typical subscription pricing — and signals a dedicated, paying digital audience willing to invest in Warhammer IP beyond the physical hobby.

World Championships of Warhammer 2026

Games Workshop delivered its largest World Championships of Warhammer to date in FY2025/26, watched online by over 1.5 million unique viewers for a total of 16 million minutes. The event welcomed nearly 1,000 participants from 49 countries. GW also supports over 2,000 clubs and independent Warhammer organisers globally. [Source: GW Annual Report 2026]

Events touched over one million attendees during FY2025/26 across 24 events on three continents, making Warhammer an increasingly significant live-event brand alongside its retail and digital presence.

7. How Many People Play Warhammer 40K? The Honest Answer

The most-asked question, honestly answered: There is no published, verified count of Warhammer 40K tabletop players. Games Workshop has never disclosed one. This section covers what the data does and does not tell us — including why all community estimates should be treated with extreme caution.

Warhammer 40,000 does not have a “player count” in the way a video game does. It is a physical hobby — you buy miniatures, build and paint them, and play games at home, in clubs, or at game stores. There is no login, no daily active user metric, and no way to count players that GW has publicly shared. What GW does disclose:

  • ~890,000 My Warhammer active users — people who have engaged with GW online in the last 6 months; does not capture people who buy from independent stores or play without using GW’s online platform
  • ~269,000 Warhammer+ subscribers — the most dedicated digital audience; a floor for “very engaged” players
  • ~2.8 million Warhammer 40K app registered users — people who have signed up to the army-builder app; active user count not disclosed
  • ~9,100 independent retail accounts — stores that sell Warhammer globally; a proxy for the breadth of physical distribution
  • 15 million Space Marine 2 players — video game players, many of whom may never buy physical miniatures
Estimate Source Claimed Count What It Measures Confidence
GW (My Warhammer active users)890,000Online engagement last 6 months — all products, not 40K onlyHIGH (primary source)
GW (Warhammer+ subscribers)269,000Paying subscription — most engaged digital segmentHIGH (primary source)
Market Intelo / app estimate2.8M (app registered)Army-builder app sign-ups — likely includes inactive accountsMEDIUM
Community estimates (Reddit, hobby forums)2–5M “active” globalUnverified; based on tournament attendance, store data, rough extrapolationLOW — no methodology
Space Marine 2 players (video game)15M (Oct 2026)Digital video game players — includes subscription service players; not tabletop proxyHIGH for video game; LOW as tabletop proxy

Our assessment: Based on GW’s disclosed digital metrics, the addressable “engaged Warhammer tabletop community” sits somewhere between 890,000 (those who interact with GW online) and an upper community estimate of 2–5 million global players. The true number is unknowable from public data. What is knowable is that the hobby is growing — 9,100 independent stockists, 598 owned stores, record revenues, and a World Championships watched by 1.5 million people all point in one direction.

8. Warhammer 40K in Context: Miniatures Market Statistics

The global miniatures market — spanning hobby miniatures, wargames, and role-playing game miniatures — was valued at approximately $1.2 billion in 2022, with the broader tabletop miniatures game market estimated at $3.8 billion in 2025 (including all associated books, paints, terrain, and accessories). The narrower tabletop wargames market (competitive rules-based miniature gaming) is estimated at $1.15 billion in 2025, forecast to reach $2.0 billion by 2034 at a 6.4% CAGR. Games Workshop commands the dominant share in all these segments.

Market Segment 2025 Size GW Share est. Source
Tabletop Wargames (competitive miniature gaming)$1.15B~55–60%Growth Market Reports 2026
Tabletop Miniatures Games (incl. RPG, all accessories)$3.8B~20–25%Market Intelo 2025
Total Miniatures Market (all hobby categories)$1.2–1.5B~28–32%Market Intelo / Wifitalents
Total Tabletop Games (incl. board games, cards)$19.6B~3–4%Coherent Market Insights 2026

Source: Multiple market research firms. LOW–MEDIUM — market sizing methodologies vary significantly; treat as directional only. GW’s share is derived estimate, not published GW figure.

What is not in dispute: Games Workshop is the overwhelmingly dominant company in competitive tabletop miniature gaming. Its closest competitor in the miniatures wargames space — Battlefront Miniatures (Flames of War), Warlord Games (Bolt Action, Black Seas), and CMON (Zombicide, Rising Sun) — operate at revenues an order of magnitude smaller than GW. GW’s £626.8M core revenue dwarfs the entire rest of the tabletop wargames industry combined.

9. Warhammer 40K Community and Demographics

34 yrs
Average Wargamer Age
Tabletop wargaming average
65%
Spend 5+ hrs/week Painting
Active hobbyists
50–100
Avg Unpainted Models Owned
The “grey tide” problem
49
Countries at World Champs 2026
↑ Record participation

The active tabletop gaming community has grown substantially: an estimated 55 million active tabletop participants worldwide as of 2025 — encompassing card games, board games, and miniature wargames — representing a 22% increase versus pre-pandemic levels. Within this, miniature wargaming is the fastest-growing segment, driven by Warhammer 40K’s global expansion and the “Space Marine 2 effect” of bringing video gamers into the physical hobby.

The Warhammer 40K Grand Tournament series now spans over 40 countries, with prize pools and sponsored events growing approximately 18% annually since 2022. The hobby component — painting, modelling, lore-reading — is as significant as the competitive play for most participants: surveys consistently show that a large proportion of miniature owners rarely play formal games but invest significant time and money in the painting and collection aspects.

Warhammer 40K’s demographics have broadened markedly. The stereotype of a young male hobbyist persists but is increasingly inaccurate: dedicated YouTube painting channels with female creators, LGBTQ+ hobby communities, and adult collectors returning to the hobby after decades away have all expanded the franchise’s reach. GW’s “Warhammer for All” messaging and its inclusive tournament policies reflect this broadening.

10. Games Workshop (LSE:GAW) Share Price and Financial Highlights

Financial Metric FY2024/25 FY2025/26 Change
Total revenue£617.5M£659.7M+6.8%
Core revenue£565.0M£626.8M+10.9%
Licensing revenue£52.5M£32.9M−37.3%
Core gross margin69.5%71.1%+1.6pp
Core operating profit£211.8M£245.1M+£33.3M
Profit before tax£262.8M£275.7M+£12.9M
Net income~£196M£206.0M+~£10M
Earnings per share~596p624.0p+4.7%
Dividend per shareN/A485pAnnual distribution
Cash buffer (new policy)£100M£120M+£20M
Pre-dividend net cash increase—+£210.3MStrong FCF generation

Source: GW Annual Report FY2025/26 (28 July 2026); Yahoo Finance; Wikipedia (LSE:GAW). HIGH — primary listed company filings

Games Workshop has been a remarkable investment story over the past decade. Its share price (LSE: GAW) rose from under £6 in 2015 to over £120 at peak, and the company has consistently returned substantial cash to shareholders via dividends — 485p per share in FY2025/26. GW’s capital-light business model (outsourced casting, high-margin paints and books, asset-light trade retail) generates strong free cash flow: pre-dividend net cash increased by £210.3 million in FY2025/26.

11. Frequently Asked Questions

How much revenue does Warhammer 40K make?
Games Workshop does not publish a separate Warhammer 40K revenue figure. The closest public measure is GW’s total core revenue of £626.8 million (c.$790M) for the 52 weeks ending 31 May 2026 — a 10.9% increase year-over-year and a new record. This covers all Warhammer products including Age of Sigmar, Horus Heresy, and others, with Warhammer 40K believed to represent the largest single share. Total revenue including licensing was £659.7 million. [Source: GW Annual Report FY2025/26]
How many people play Warhammer 40K?
No official tabletop player count exists. Games Workshop has never published one. The closest public metrics at 31 May 2026 are: 890,000 My Warhammer active users (people who engaged with GW online in the last 6 months), 269,000 Warhammer+ subscribers, and ~2.8 million Warhammer 40K app registered users. Community estimates of 2–5 million active global tabletop players are widely cited but have no verifiable primary source. The 15 million Space Marine 2 players figure represents the digital game audience, not the tabletop hobby base. [Source: GW Annual Report 2026; Icon Era; Market Intelo]
How many copies has Space Marine 2 sold?
Warhammer 40,000: Space Marine 2 sold 4.5 million copies within its first month of release (October 2024), 6 million by January 2025, and 7 million by June 2025. By April 2026, PULLUP Entertainment (Focus Entertainment’s parent) reported 12 million players, and by October 2026 the game crossed 15 million players. Note: the 12M and 15M figures are player counts (including subscription service access), not unit sales. The game launched on PlayStation 5, Xbox Series X/S, and PC on 9 September 2024, developed by Saber Interactive. [Sources: Focus Entertainment; PULLUP Entertainment; Insider Gaming; Gamefragger]
What edition of Warhammer 40K is current in 2026?
Warhammer 40,000 11th Edition launched in June 2026, replacing the 10th Edition that launched in June 2023. New Codexes for 11th Edition have been released throughout 2026, with Orks receiving their Codex in September 2026. 10th Edition was commercially very successful — GW recorded its single best-ever sales month when 10th Edition launched in June 2023. The 11th Edition impact will be fully reflected in GW’s next annual report (covering fiscal year ending May 2027). [Sources: Wikipedia Codex article; Wargamer; GW trading statements]
Is Warhammer 40K growing or declining?
Growing significantly. Games Workshop’s core revenue grew in 102 of 120 months over the decade to May 2026 — a consistency almost unmatched in consumer entertainment. Core revenue rose 10.9% in FY2025/26 (on top of Space Marine 2’s FY2024/25 boost), independent retail accounts grew from 8,100 to 9,100 (+1,000 new stockists), and the World Championships attracted participants from 49 countries with 1.5 million unique online viewers. There is no meaningful evidence of decline. [Source: GW Annual Report FY2025/26]
How many Warhammer stores are there?
At 31 May 2026, Games Workshop operated 598 Warhammer-branded stores across 24 countries. During FY2025/26, GW opened 42 stores and closed 14. In addition, approximately 9,100 independent retail accounts (hobby shops, gaming stores) stock Warhammer products across 71 countries. GW-owned stores are typically single-person staffed and serve as community and demonstration hubs rather than large-volume retail outlets. [Source: GW Annual Report FY2025/26]
What is Warhammer+ and how many subscribers does it have?
Warhammer+ is Games Workshop’s subscription service offering animated series set in the Warhammer universe, battle reports, hobby guides, and exclusive model downloads via apps. As of 31 May 2026, it had approximately 269,000 subscribers — up from 207,000 in November 2024, a 30% increase over 18 months. GW defines the subscription tier as “Warhammer+” with access to premium video content, animated series like Angels of Death and Hammer and Bolter, plus the Warhammer 40K and Age of Sigmar app army builders. [Source: GW Annual Reports; Bell of Lost Souls]
Is Games Workshop publicly traded?
Yes. Games Workshop Group PLC is listed on the London Stock Exchange under the ticker GAW. The company is headquartered in Nottingham, UK, where it has been based since 1997. It was founded in London in 1975. As of FY2025/26, it reported earnings per share of 624.0p and paid a total dividend of 485p per share. The share price reached a peak of over £120 per share at various points, reflecting its transformation from a niche hobby company to a globally recognised IP licensor and specialist retailer. [Source: LSE; GW Annual Report 2026; Wikipedia]
How big is the tabletop wargames market compared to other gaming segments?
The tabletop wargames market was estimated at $1.15 billion in 2025, growing at 6.4% CAGR toward $2.0 billion by 2034. For context: the broader tabletop games market (including board games and card games) is $19.6 billion; the global video games market is approximately $250 billion; and the UK video games market alone hit a record £8.76 billion in 2025. Wargaming is a small but high-value niche. Games Workshop’s £626.8M core revenue represents roughly 54% of the entire global tabletop wargames market — an extraordinary market position. For more on the UK gaming market, see our UK Video Games Market article. [Sources: Growth Market Reports; Coherent Market Insights; GW Annual Report 2026]

12. Methodology and Data Sources

Data Category Primary Source Date Confidence
All GW revenue and profit figuresGW Annual Report FY2025/26 (52 weeks to 31 May 2026); published 28 July 2026Jul 2026HIGH — primary listed company filing (LSE:GAW)
Channel revenue breakdown (Trade/Retail/Online)GW Annual Report FY2025/26; Home of Direct CommerceJul 2026HIGH
My Warhammer users (890K) and Warhammer+ subscribers (269K)GW Annual Report FY2025/26; GW Half-Yearly Report Nov 2025May 2026HIGH — GW primary disclosure
Store count (598 owned; 9,100 independent)GW Annual Report FY2025/26May 2026HIGH
Space Marine 2 — 4.5M, 6M, 7M copies soldFocus Entertainment official communications; Insider Gaming; GameDev Reports2024–2025HIGH — publisher-confirmed
Space Marine 2 — 12M players (Apr 2026); 15M players (Oct 2026)PULLUP Entertainment investor report; Gamefragger2026HIGH — parent company investor filing
11th Edition launch date (June 2026)Wikipedia Codex article; Wargamer; GW trading statements2026HIGH
Tabletop wargames market size ($1.15B, 2025)Growth Market Reports (2026 publication)2026MEDIUM — market research estimate
Total miniatures market ($3.8B) and GW share estimatesMarket Intelo; Wifitalents; Growth Market Reports2025–2026LOW–MEDIUM — market sizing methodologies vary
Player count estimates (2–5M community claims)Community sources; no primary GW disclosureVariousLOW — unverified; no methodology
Average wargamer age (34); hobby behaviour statsWifitalents miniatures industry statistics2026LOW–MEDIUM — survey-based; population unclear

Data timestamp: October 29, 2026. The most recent GW financial data is the Annual Report for 52 weeks ending 31 May 2026, published 28 July 2026. Games Workshop’s next interim report (half-year to November 2026) is expected January 2027. Not financial or investment advice.

Warhammer Store Visual
AbiGAil Says

Abi has been writing about gaming, sports, puzzles, and UK entertainment since 2019. She covers everything from game reviews and festival previews to your daily Wordle hints — always from a British perspective.

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