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Eve Online

GameBy CCP

9 documents in the library are about Eve Online, from writers such as PocketGamer.biz, Game Developers Conference and Drake Star Partners. Each has a summary and key insights with the page they come from.

Documents
9
newest 28 Aug 2026
Steam revenue
$3.7M
estimate, to date
Sold on Steam
1.4M
units

Connections

The documents about Eve Online 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.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC, and without in-game spending in a free game.

Revenue to date
$3.7M
Units sold
1.4M
Price
Free
Positive reviews
73%
of 40K reviews
Peak players
8,175
at the same time
Followers
95K
Average playtime
165 h
Revenue by year
YearShare of the best yearRevenueUnits
2019$0164K
2020$0124K
2021$088K
2022$071K
2023$063K
2024$049K
2025$043K
2026 so far$033K

On Steam since Dec 16, 2010 · Developer CCP, Fenris CreationsSteam store page

Documents about Eve Online

Cover of Hearth & Hamlet’s ~100k & the Rise of the Bite-Sized Clicker
Article

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.
Game Discovery NowAug 2026
Cover of Did Apple really resolve its EU dispute? | Week in Mobile Games podcast
34 min
PocketGamer.biz34 min

Did Apple really resolve its EU dispute? | Week in Mobile Games podcast

Apple’s recent attempt to resolve its regulatory dispute with the European Union regarding the Digital Markets Act remains contentious.

  • Apple has updated its App Store business terms in response to EU Digital Markets Act (DMA) scrutiny, setting commission rates at 26% for standard App Store apps, 20% for those using alternative payment processing, and 15% for apps that link out to external payment methods.
  • Roblox is facing increased pressure from international regulators, including a three-month mandate from Australian authorities to improve child safety measures after reports that adults could still contact minors on the platform.
  • The mobile idle RPG 'Digimon New Century' (referred to as Digimon Up) generated $10 million in player spending across Google Play and the App Store during its first month following its July 15, 2024, launch.
PocketGamer.bizAug 2026
Cover of Why EVE Online’s studio bought itself back for $120m - and partnered with Google DeepMind
35 min
PocketGamer.biz35 min

Why EVE Online’s studio bought itself back for $120m - and partnered with Google DeepMind

CCP Games has entered a strategic period of independence following a $120 million management-led buyback from Pearl Abyss.

  • CCP Games (now rebranded as Fenris) completed a $120 million buyback from Pearl Abyss to regain independence and pursue a distinct, tech-focused portfolio strategy.
  • The studio is collaborating with Google DeepMind to use EVE Online’s complex, player-driven economic and social environment as a training ground for AI agents.
  • Fenris is open-sourcing its proprietary 'Carbon' engine and technology platform to encourage third-party development and long-term ecosystem sustainability.
PocketGamer.bizAug 2026
Cover of Global Gaming Report: Q2 2026
Report21 pages

Global Gaming Report: Q2 2026

The global gaming industry experienced a period of financial divergence during the second quarter of 2026, characterized by robust private capital formation despite broader equity market volatility.

  • Private gaming financing reached a one-year high in Q2 2026, with 96 deals generating over $2.5 billion in capital.
  • Institutional investors committed over $2 billion to new gaming-focused funds, signaling sustained interest in indie projects and long-term content strategies.
  • The gaming market showed significant divergence, as Western gaming stocks rose 4.8% while mobile gaming and Asian markets declined by 11.6% and 6.4% respectively.
Drake Star PartnersJul 2026
Cover of Exclusive interview with Remedy’s new CEO: “Alan Wake and Control should have sold more"
37 min
The Game Business37 min

Exclusive interview with Remedy’s new CEO: “Alan Wake and Control should have sold more"

Remedy Entertainment is undergoing a strategic pivot aimed at bridging the gap between its long-standing critical acclaim and its historical commercial performance.

  • Remedy Entertainment is transitioning to a self-publishing model to gain autonomy and better align its business operations with its creative identity.
  • The studio is pivoting away from volatile segments like mobile gaming and live-service models to focus exclusively on scaling its existing intellectual property.
  • Remedy aims to improve the commercial performance of its franchises, such as Alan Wake and Control, which historically underperformed relative to their critical acclaim.
The Game BusinessMay 2026
Cover of The importance of understanding your players with Josh Rivers from Solsten
10 min
PocketGamer.biz10 min

The importance of understanding your players with Josh Rivers from Solsten

Solsten provides game development studios with AI-driven psychological insights to foster human-centric design.

  • Solsten provides AI-driven psychological profiling to help studios move beyond surface-level demographic and behavioral metrics to understand the underlying motivations driving player engagement.
  • Psychological profiling in Eve Online, which focused on themes of friendship and overcoming challenges, resulted in double-digit increases in player completion rates.
  • The developer of Linguinis successfully pivoted a new feature to a team-based format after identifying that their player base was motivated by collaboration rather than competition, leading to improved engagement.
PocketGamer.bizMay 2022
Cover of Intelligent Music For Eve Online
63 min
Game Developers Conference63 min

Intelligent Music For Eve Online

The integration of an intelligent, procedural music system into the sandbox environment of EVE Online addresses the inherent limitations of static, pre-composed audio.

  • CCP Games integrated the CALMUS AI system, developed by Kjartan Olafsson over 20 years, to generate real-time, non-repeating orchestral music for the vast, 77,000+ solar system environment of EVE Online.
  • The CALMUS system utilizes artificial intelligence to compose music based on defined composer frameworks, allowing for the creation of specific textures and styles rather than relying on static, pre-recorded audio files.
  • The system operates by comparing new pitch and melody constructions against input cells, using probability distributions and set theory to ensure the generated music adheres to the intended harmonic and rhythmic structure.
Game Developers ConferenceSep 2017
Cover of The Benefits and Challenges of Supporting Third-Party Developers in Eve Online
51 min
Game Developers Conference51 min

The Benefits and Challenges of Supporting Third-Party Developers in Eve Online

CCP Games maintains a highly successful third-party developer ecosystem for Eve Online by providing open access to static data, image servers, and web APIs.

  • CCP Games offloads the development of niche, complex utilities—such as financial tracking and asset management—to the player base to preserve internal resources for core game development.
  • The studio maintains control over the third-party ecosystem by retaining the authority to modify or revoke APIs that threaten game balance or facilitate market automation.
  • Community-built tools like killboards serve as critical intelligence and marketing assets, often acting as prototypes for future official client features.
Game Developers ConferenceApr 2017
Cover of Cross-Media Worlds - Connecting Across Games, Film, Books, and More - Extra Credits
5 min
Extra Credits5 min

Cross-Media Worlds - Connecting Across Games, Film, Books, and More - Extra Credits

The evolution of gaming is increasingly defined by the development of transmedia worlds, where interconnected experiences span across various platforms, media, and genres.

  • Transmedia design fosters social cohesion by allowing players with varying skill levels and genre preferences to contribute to a shared narrative or goal through different gameplay styles.
  • Linking disparate gaming experiences increases player retention and enhances the perceived value of microtransactions by creating functional, symbiotic relationships between platforms.
  • Modern cross-platform ecosystems, such as the integration between Dust 514 and Eve Online, allow actions in one environment to directly influence the state of another, maintaining world continuity.
Extra CreditsMay 2012