Dispatch Breaks Three Million Sales As Player Choices Reveal Strong Romance Trends
Dispatch reached a major commercial milestone in 2025, selling more than three million copies and confirming the interactive superhero title as one of the year’s quiet successes. The figure was shared by developer AdHoc Studio through an animated infographic published on Bluesky, outlining both sales and player behavior across the game’s lifespan.
Dispatch launched to strong critical reception, including an 89 percent score from PC Gamer, and sustained attention well beyond release. According to the studio’s data, players answered roughly 727 million emergency calls during play, dispatched more than one billion heroes, and generated an estimated 23 million hours of viewing time across YouTube and Twitch. Those figures point to sustained engagement rather than a short-lived spike, especially for a narrative-driven game built around episodic choices rather than repeatable systems.

Among the more revealing statistics was how rarely players completed Dispatch without forming a romantic relationship. Only about 164,000 players finished the game without romancing any character, representing roughly five percent of the total audience. The remaining majority pursued at least one relationship, with two characters standing out. Nearly two million players chose to romance Invisigal, while Blazer attracted about one million players, making them the most selected partners by a wide margin.
The data reinforces how central relationship-driven storytelling remains in modern interactive fiction. Despite periodic claims that players are losing interest in romance mechanics, Dispatch suggests the opposite. Its audience engaged heavily with character arcs alongside the central superhero workplace narrative, echoing trends seen in other choice-based RPGs and adventure games over the past decade.
Dispatch places players in the role of Robert, a civilian dispatcher coordinating a chaotic city of superheroes rather than controlling the heroes directly. Much of the game unfolds through phone calls, dialogue choices, and branching narrative consequences, recalling the structure of classic Telltale releases while updating the format with higher production values and a more comedic tone. AdHoc Studio previously described development as difficult and prolonged, making the game’s eventual reach more notable.
The infographic also hinted at how widely Dispatch circulated as a spectator experience. With tens of millions of hours watched online, the game proved well-suited to streaming, where viewers could debate choices in real time. That visibility likely contributed to long-tail sales across 2025, as clips and full playthroughs continued to circulate months after launch.

AdHoc Studio did not release platform-specific breakdowns or revenue figures, but three million copies places Dispatch well above expectations for an original narrative IP in a crowded market. It also positions the studio to pursue larger projects without abandoning the episodic format that defined the game’s structure.
Read also: Actor Aaron Paul’s involvement in Dispatch extended across nearly two years, far longer than the studio initially expected. His role as Robert required repeated recording sessions throughout the episodic release schedule, with the full scope of the commitment becoming clear only after production was already underway. According to the developers, that experience reshaped internal planning and influenced how the studio approaches long-form narrative projects going forward.
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