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Stream Hatchet
Monthly hours watched for the original Smite dropped from a peak of 8 million in January 2021 to 602,000 by December 2024.
The debut of the Smite 2 beta serves as a critical case study for the longevity of live-service MOBAs in an increasingly competitive streaming landscape. Following a period of declining viewership for the original title—which dropped from a pandemic-era peak of 8 million monthly hours in early 2021 to 602,000 hours by December 2024—the sequel represents a strategic effort by Hi-Rez Studios to revitalize its player base. The analysis focuses on the performance of Smite 2 during its January 2025 launch week, evaluating its ability to retain existing fans and attract new audiences through live-streaming platforms.
During its first week of availability, Smite 2 generated 1.5 million hours watched, representing a threefold increase over the original game’s average daily viewership throughout 2024. This success was bolstered by a targeted Twitch Drops campaign, which incentivized engagement and helped maintain an average viewership of 44,000. While the data indicates a healthy, dedicated core of existing fans, the title has yet to capture significant traffic from the broader MOBA community, which remains dominated by established giants like League of Legends, which commanded 1.9 billion hours watched in 2024.
The findings suggest that while the MOBA genre is experiencing overall growth, Smite 2 faces stiff competition from entrenched titles and emerging alternatives. To sustain momentum, the publisher must move beyond relying solely on existing fans and utilize high-energy events and cross-platform creator collaborations to differentiate the game. The analysis concludes that proactive engagement strategies are essential for Smite 2 to secure a stable market position before future competitors enter the space.
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