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How Much Should We Freak Out About Silksong

The release of Hollow Knight: Silksong serves as a case study for indie developers regarding the perceived risks of launching games alongside major industry blockbusters.

  • The release of a major title like Hollow Knight: Silksong does not significantly impact the sales of other indie games, as Steam's algorithm-driven visibility—such as the Discovery Queue and New & Trending lists—remains the primary driver of success.
  • Only 7 games from the observed list rescheduled their launch dates to avoid the Silksong release, while 29 games with at least 400 followers maintained their original release dates.
  • Leveraging a major industry event for marketing can be effective; developers who publicly addressed the Silksong release, such as the team behind Baby Steps, saw significant engagement, with their announcement video garnering 123,000 views.
How To Market A GameSep 2025
Cover of Linking Streaming Awareness with Steam Wishlists
Article

Linking Streaming Awareness with Steam Wishlists

The analysis explores the correlation between live-streaming viewership and Steam wishlist growth, aiming to quantify the impact of influencer marketing on game discovery.

  • Live streaming viewership shows a clear positive correlation with game sales, with data from nine 2025 releases suggesting an average of one copy sold for every 41 hours watched post-release.
  • Live streaming acts as a force multiplier for other marketing efforts, such as betas and showcases, by significantly extending their reach and driving higher Steam wishlist conversion rates.
  • During the open beta periods for Mecha Break, streaming coverage generated a wishlist-to-hours-watched ratio of approximately 1:5, proving that influencer content is a primary driver for new title awareness.
Stream HatchetSep 2025
Cover of Square Enix Special Feature: Erdrick Trilogy Reimagined
Report2 pages

Square Enix Special Feature: Erdrick Trilogy Reimagined

The Dragon Quest franchise continues to expand its global footprint, reaching over 95 million units in total shipments and digital sales as of June 2025.

  • The Dragon Quest I & II HD-2D Remake is scheduled for release on February 5, 2026, across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC.
  • The Dragon Quest franchise has reached 95 million units in total shipments and digital sales as of June 2025.
  • The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, driven by Final Fantasy XIV: Dawntrail and Final Fantasy VII Rebirth.
Square EnixSep 2025
Cover of 2 Hours of answering Steam Questions (Please don't watch this you have games to work on)
130 min
How To Market A Game130 min

2 Hours of answering Steam Questions (Please don't watch this you have games to work on)

Achieving commercial success on Steam requires a strategic shift from passive development to active, data-driven market engagement.

  • Steam's algorithm promotes games by testing them with small audiences; if early performance metrics are strong, the platform automatically expands the game's reach, but if initial engagement is low, the algorithm stops showing the game to new users.
  • A Steam demo launch is a 'one-shot' opportunity to leverage the 'Trending Free' section and the single email blast allowed to all wishlisters, so developers must coordinate these efforts to maximize concurrent player counts.
  • Developers should avoid live-streaming their own development process on platforms like YouTube or Twitch, as it distracts from core production and rarely yields meaningful marketing results compared to focused development time.
How To Market A GameJul 2025
Cover of Did Coin Master Just Copy (back) Monopoly Go?
16 min
Deconstructor of Fun16 min

Did Coin Master Just Copy (back) Monopoly Go?

The mobile gaming industry is currently witnessing a high-stakes competitive cycle characterized by iterative cloning and aggressive user acquisition strategies.

  • The 'coin looter' subgenre is currently defined by a competitive cycle of iterative cloning between industry giants Moon Active and Scopely, with Moon Active’s latest title mirroring the mechanics of Scopely’s Monopoly Go.
  • Market success in this sector is increasingly driven by 'UA arbitrage,' where firms prioritize outspending competitors on user acquisition over product innovation or unique feature sets.
  • The industry has evolved into a 'red ocean' where large, well-capitalized firms prioritize long-term market dominance and aggressive user acquisition over immediate profitability.
Deconstructor of FunJul 2025
Cover of The Truth About Live Service Games
Article

The Truth About Live Service Games

The live service gaming landscape in 2025 requires a fundamental shift in how developers approach monetization, market timing, and long-term sustainability.

  • Live service gaming is now defined as a long-term operational commitment rather than a static product category, requiring scalable infrastructure to ensure multi-year sustainability.
  • Monetization must be integrated organically into the core gameplay loop to build player trust, as this is the primary driver of long-term lifetime value.
  • Studios must move away from aggressive, short-term revenue tactics in favor of balanced economic models that prioritize player value.
Game Developers ConferenceJul 2025
Cover of Monthly Industry Trends: June 2025
Article

Monthly Industry Trends: June 2025

The June 2025 industry analysis examines performance trends across the global gaming market, focusing on download volume, PlayStation sales data, and the shifting viability of live-service titles.

  • The live-service market remains highly saturated and difficult to penetrate, with new titles like Splitgate 2 seeing rapid drops in daily active users shortly after launch.
  • EA Sports FC 25 led PlayStation sales in June with 905,000 copies sold following price cuts, bringing its total platform sales to over 19.2 million units.
  • Death Stranding 2 sold 687,000 copies in its first week on PlayStation, reaching 860,000 total copies by the end of June, though this pace trails other major PlayStation Studios titles.
Alinea AnalyticsJul 2025
Cover of How to 10x Your Revenue in a Tough Market by Paul West
21 min
Two & a Half Gamers21 min

How to 10x Your Revenue in a Tough Market by Paul West

Fumb Games achieved a tenfold revenue increase in 2024, reaching $10 million in annual revenue despite a challenging industry climate characterized by layoffs and economic instability.

  • Fumb Games achieved a 10x revenue increase in 2024 by pivoting focus to proven niches, specifically rebranding a casual project into 'Idle Mine,' which generated $1 million in revenue within 60 days of launch.
  • The studio shifted its monetization strategy to prioritize subscriptions, which now account for 80% of purchase revenue in their new titles, providing higher value than one-time in-app purchases.
  • To scale UA, the studio moved away from a strict three-day payback window, opting for longer, more sophisticated payback periods while consolidating their ad network spend to the four most effective platforms.
Two & a Half GamersJul 2025
Cover of Switch 2: UK Console Market Launch Analysis
Article

Switch 2: UK Console Market Launch Analysis

The Nintendo Switch 2 has achieved the strongest launch performance for a Nintendo machine in United Kingdom history, according to data from NielsenIQ.

  • The Nintendo Switch 2 is the fastest-selling Nintendo console in UK history, outselling the original Switch launch by more than two to one.
  • Despite its record-breaking performance for Nintendo, the Switch 2 ranks as the fourth best-selling console in the UK by units, trailing the PlayStation 5, PlayStation 4, and Xbox Series.
  • In terms of launch revenue, the Switch 2 is the third best-selling console in the UK, behind the PlayStation 5 and Xbox Series.
The Game BusinessJun 2025
Cover of The Resident Evil Series on Live Streaming
Article

The Resident Evil Series on Live Streaming

The Resident Evil franchise maintains a dominant position within the live streaming landscape, consistently generating significant viewership that positions it as a premier survival horror series.

  • The Resident Evil franchise maintains high viewership consistency, with non-release quarters generating 10–20 million hours watched and mainline titles like Resident Evil Village reaching 75.8 million hours in their first quarter.
  • Resident Evil consistently outperforms other survival horror franchises on live streaming platforms, maintaining a dominant market position even without major new releases.
  • Viewership for older Resident Evil titles historically spikes in the lead-up to new releases, a trend Capcom leverages through promotional discounts on legacy games.
Stream HatchetJun 2025
Cover of 🔥 The Art of Scaling Applovin UA & Admon: A Deep dive
60 min
Two & a Half Gamers60 min

🔥 The Art of Scaling Applovin UA & Admon: A Deep dive

AppLovin’s Axon 2 algorithm represents a fundamental shift in user acquisition, moving away from manual optimization toward a sophisticated, data-driven black box model.

  • AppLovin’s Axon 2 algorithm functions as a black box that requires stable data inputs; changing ROAS goals every 2–3 days prevents the system from calibrating, as it forces the algorithm to constantly re-target different user segments.
  • For IAP-based games, D28 ROAS campaigns are recommended over shorter windows because they yield higher-quality, higher-retention users, even if initial D0 metrics appear significantly lower.
  • Campaigns require a minimum of 10–14 days to calibrate on a specific ROAS goal before any adjustments should be made to the target.
Two & a Half GamersMay 2025
Cover of Scaling 100+ Mobile Games: PSV Game Studio Shows How They Use Tenjin
7 min
Tenjin7 min

Scaling 100+ Mobile Games: PSV Game Studio Shows How They Use Tenjin

PSV Game Studio, a Cyprus-based mobile gaming firm established in 2014, manages a portfolio of over 250 titles and provides publishing, marketing, and monetization services for 20 external gaming studios.

  • PSV Game Studio manages a portfolio of over 250 titles and provides publishing services for 20 external studios, utilizing Tenjin as its centralized data infrastructure to scale operations.
  • The studio tracks day-zero return on ad spend (ROAS) as its primary benchmark to evaluate the success of user acquisition campaigns across more than 100 active applications.
  • Analytical strategies include granular performance breakdowns by channel, campaign, and geographic region to identify high-performing segments for scaling and underperforming assets for adjustment.
TenjinMay 2025