Earlier quoted context omitted.
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.
Most companies when they introduce a platform do try to push it with some of their own high profile content. Valve not so much until recently.