Sony has published additional details from its Q1 FY2026 financial results, revealing that PlayStation 5 lifetime shipments have reached 95.3 million units worldwide. During the March to June quarter, the company shipped 1.6 million PS5 consoles, down from 2.5 million units in the same period last year.
The Game and Network Services segment generated revenue of ¥937.1 billion, which Sony described as essentially flat year over year. The company said lower hardware sales and weaker third-party software sales offset positive foreign exchange effects, while operating income increased 37%.
Sony also reported that PlayStation’s monthly active users reached a record 125 million accounts during the quarter, a 2% increase year over year. The digital download ratio for PlayStation 4 and PlayStation 5 full-game software stood at 82%.
Software sales reached 66.1 million full-game units during the quarter, including 6.0 million first-party titles.
Breaking down software revenue, Sony reported ¥526.6 billion from game software. This included ¥293.2 billion from add-on content, ¥192.0 billion from digital software, ¥20.5 billion from physical software, and ¥20.8 billion from other software, making add-on content the largest software revenue category for the quarter.
Across the Game and Network Services business, hardware generated ¥138.3 billion in revenue, network services contributed ¥208.6 billion, and other revenue totalled ¥63.6 billion.
Sony also said increased costs affected the quarter’s results, including investments in next-generation platform development and restructuring expenses. Addressing concerns around the global memory shortage, the company stated it has “secured the quantity of memory necessary to meet our projected sales volume for FY26, and there is no change to our plan for hardware profitability for FY26 to remain similar to FY25.”
Although PS5 hardware shipments declined year over year, Sony’s latest results point to continued engagement across the PlayStation ecosystem, supported by record monthly active users and strong digital software spending.

