Rise
Company
209 documents in the library are about Rise, from writers such as GameDiscoverCo, Capcom and IGG. Each has a summary and key insights with the page they come from.
Connections
The documents about Rise on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Key figures from the reports
Capcom’s Monster Hunter Rise has surpassed 20 million copies sold over the five and a half years since its release.
GameDev Reports, 2026 · Games and Numbers: October 7 — October 20, 2026
Monster Hunter Rise saw a diminished impact on its Essential-tier debut in March 2026, generating 115,000 new players compared to the 1.3 million it acquired during its prior year-long stint on the Extra tier.
Alinea Analytics, 2026 · March PlayStation Plus Essential Tier Performance
The success of titles like Lilith Games’ 'Rise of Kingdoms,' which generated $100 million in its launch month without major Android store presence, proves that intensive marketing can offset the loss of traditional distribution channels.
Niko Partners, 2026 · Take Rates in China, p. 6
Revenue from legacy core strategy title Lords Mobile declined by 14%, which was offset by growth in newer titles Doomsday: Last Survivors (+6%) and Viking Rise (+18%).
IGG, 2025 · IGG Inc 2025 Interim Results, p. 12
Alex Mochi, founder of Dapper Penguin Studios, claims he was forced to sell the IP for 'Rise of Industry' to publisher Kalypso Media for $5,000 to avoid bankruptcy despite the game generating millions in revenue.
Game World Observer, 2025 · “It was a bad publishing contract”: The Creators of Rise of Industry Earned Almost Nothing
Documents about Rise
Subnautica's Rise: How Charlie Cleveland Beat the Odds in Gaming
The trajectory of Unknown Worlds Entertainment serves as a case study in the resilience required to navigate the independent game development landscape.
- Unknown Worlds Entertainment achieved independence in 2021 by executing a full buyback of the studio following the commercial success of the Subnautica franchise, which has sold over 12 million copies.
- The studio utilized a 2011 acquisition by Perfect World to secure the necessary capital to complete the development of Natural Selection 2, demonstrating the strategic use of external funding to survive financial instability.
- The transition from niche multiplayer titles to the mass-market Subnautica was driven by a commitment to open development, early crowdfunding, and the integration of player feedback into the design process.
Games and Numbers: October 7 — October 20, 2026
This bi-weekly industry update provides a summary of key performance milestones for various PC, console, and mobile titles between October 7 and October 20, 2026.
- EA Sports FC 27 is the top-grossing premium release of 2026, generating $714.1 million in revenue and selling 7.9 million copies, with over half of sales occurring during the early access period.
- Remedy Entertainment’s Control Resonant sold 1 million copies in three weeks, becoming the studio's fastest-selling title and requiring 3–4 million units to fully recoup development costs.
- Indie fishing simulator How to Fish by Dazed Games reached 10 million copies sold in less than two months following its August 20, 2026, launch.
Hearth & Hamlet’s ~100k & the Rise of the Bite-Sized Clicker
The gaming industry is currently witnessing a significant shift toward "bite-sized" incremental games, a trend characterized by low price points, strong progression loops, and finite, accessible gameplay.
- The incremental game genre is seeing a surge on Steam, characterized by low-cost, bite-sized titles that prioritize active, distilled gameplay loops over traditional idle mechanics.
- Hearth & Hamlet, a $8 medieval city-builder clicker, achieved approximately 100,000 units sold in its first nine days, with the U.S. (23%), China (14.5%), and Germany (13%) serving as its top markets.
- Recent indie incremental hits demonstrate high commercial viability, such as 'Bills Must Be Paid' ($7) with an estimated 420,000 units sold and 'Sir, We Have An Orc Problem' ($10) with 230,000 units sold.
The Fall and Rise of Game Journalism
The gaming industry is currently experiencing a profound transformation in its information ecosystem, characterized by a sharp decline in traditional editorial journalism and a simultaneous shift toward independent, personality-driven reporting.
- The game journalism industry is in a sharp decline, losing approximately 800 specialist and mainstream reporters between 2024 and the first half of 2026.
- Platform operator power has surged significantly, with revenue from app stores, console marketplaces, and digital storefronts growing 191%—from $14 billion to $41 billion—over the decade leading up to 2025.
- The rise of AI-driven content and corporate cost-cutting has led to a proliferation of low-quality information, making it increasingly difficult for consumers to navigate the gaming market and identify relevant content.
The Rise and Fall of Gamestop | Design Club
GameStop’s trajectory from a dominant retail juggernaut to a struggling entity illustrates the broader obsolescence of physical storefronts in the gaming industry.
- GameStop’s historical dominance was built on its role as a cultural hub and a primary retail destination, bolstered by lucrative point-of-sale marketing revenue from publishers who paid to secure end-cap displays and in-store advertising.
- The company’s business model relied heavily on the high-margin used-game trade-in market, a sector they dominated partly due to the complex legal and regulatory requirements associated with pawn-like transactions that big-box competitors were unwilling to navigate.
- Digital game adoption on consoles grew significantly between 2010 and 2015, with digital revenue increasing from approximately 4% to 25% of total sales, signaling a long-term erosion of the physical retail model.
Short Drama Weekly Ranking: 43K Titles Compete as AI Dramas Rise
The global micro drama market experienced significant growth during the week of July 13–19, 2026, characterized by a surge in both content production and advertising intensity.
- The global micro drama market reached a new peak between July 13–19, 2026, with over 43,200 active titles and a record 13,000 new releases in a single week.
- AI-generated micro dramas have officially entered the mainstream, with titles like 'Crave For the Citrus Girl' successfully utilizing AI animation to overcome production constraints and cultural barriers.
- The top-ranked drama, 'The Hidden Queen Strikes Back,' dominated the market with over 15,000 deduplicated ad creatives and 310 million in estimated impression value, more than doubling the performance of the second-ranked title.
Analyst Bulletin: Mobile Game Market Review June 2026
The mobile gaming landscape in June 2026 was defined by a strategic reliance on major sporting events and high-profile intellectual property collaborations to drive user engagement.
- The June 2026 mobile market shows a significant disconnect between high user engagement from live-ops events and actual monetization, as developers struggle to convert temporary interest into sustained revenue.
- Major sporting events like the FIFA World Cup drove widespread adoption of prediction-based mechanics and themed reward tracks across diverse genres, including PUBG Mobile and Rise of Kingdoms.
- Market saturation of sports-centric live-ops is leading to diminishing returns, raising concerns about the long-term sustainability of these engagement strategies.
Short Drama Weekly Ranking: World Cup Storylines Rise
The short drama market experienced notable growth during the week of June 15–21, 2026, with approximately 32.7K active titles in circulation, representing a 7.61% increase from the previous week.
- For the week of June 15–21, 2026, the short drama market reached approximately 32.7K active titles, representing a 7.61% increase from the previous week.
- AI-generated live-action content is the dominant production format, accounting for 80% of the top 20 performing titles.
- Approximately 9.01K new short dramas were launched during the period, with new releases comprising 27.53% of the total market volume.
Short Drama Weekly Ranking: June 15, 2026
The weekly analysis focuses on the global short-drama market during the final week of May 2026, covering a period from May 25 to 31.
- AI-generated content dominates the short-drama market, occupying 16 of the top 20 rankings for the week of May 25–31, 2026.
- The global short-drama market grew to 33,000 active titles, a 5.02% month-on-month increase, with 7,320 new releases accounting for 22.16% of the total catalog.
- Top-performing ad campaigns like 'The Janitor: Rise of the Prime' and 'Loving You Costs My Life' utilized nearly 4,000 and 1,700 deduplicated creatives, respectively, to drive millions of impressions.
Trapped in the Network: The Rise of LGBTQ+ Censorship in Games
The report, Trapped in the Network, examines the escalating global trend of censorship targeting LGBTQ+ content within the video game industry.
- LGBTQ+ content in video games is increasingly targeted by a global censorship framework involving state-level mandates, platform-imposed friction, and industry self-censorship.
- The rise of high-profile, inclusive titles like The Last of Us and Baldur’s Gate 3 has made video games a primary target for censorship as these games challenge traditional demographics and narratives.
- Censorship tactics include creating fear of retribution, introducing technical barriers to content access, and flooding public discourse to control the narrative surrounding LGBTQ+ themes.
The Rise and Fall of the House of Xbox | Extra Credits Gaming
The history of the Xbox brand reflects a trajectory from a disruptive, innovative newcomer to a struggling platform currently searching for a coherent identity.
- Microsoft entered the console market in 2001 with a vision to place a PC-like multimedia system in every living room, leveraging the DirectX development environment to make the platform more accessible to developers than Sony or Nintendo consoles.
- The original Xbox achieved early success with over 1 million units sold in North America within three weeks of its 2001 launch, bolstered by the acquisition of Bungie and the introduction of the Xbox Live service, which reached 150,000 subscribers in its first week.
- The Xbox 360, released in 2005, became a market leader by selling over 39 million units by 2009, though its early lifecycle was severely damaged by hardware failures known as the 'Red Ring of Death.'
Inside Paramount's New Gaming Division
Paramount’s newly formed Games Group, created after the 2025 merger with Skydance Media, positions itself as a core content pillar alongside film and television.
- Paramount has established a new Games Group following its 2025 merger with Skydance Media, elevating gaming to a core content pillar alongside film and television.
- The division is prioritizing a conservative growth strategy that focuses on high-potential intellectual properties like Teenage Mutant Ninja Turtles, SpongeBob Squarepants, Star Trek, and Avatar: The Last Airbender rather than rapid studio expansion.
- PlatinumGames is developing 'TMNT: The Last Ronin,' a third-person action-adventure title overseen by former Tekken producer Yohei Shimbori.