Identity V
Game
12 documents in the library are about Identity V, from writers such as GameRefinery, The Esports Advocate and NetEase. Each has a summary and key insights with the page they come from.
Connections
The documents about Identity V 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
NetEase's Identity V has generated over $880 million in total revenue since its 2018 launch, with current monthly earnings ranging between $10 million and $20 million.
Udonis, 2025 · Identity V: Player Count, Revenue & Other Stats (2025)
Asymmetric Survival shows growth in the US, increasing its revenue share from 0.05% in Q1 2020 to 0.4% in Q1 2021, largely due to NetEase’s Identity V.
GameRefinery, 2021 · New Subgenres: Current Market Positions in the Three Biggest Mobile Game Markets
Collaboration events can drive significant revenue spikes, as seen with Identity V, where a Persona 5 event increased US iOS revenue from 3K to 49K and a Danganronpa event boosted it from 9K to 65K.
GameRefinery, 2020 · Take Your Game's Retention to the Next Level With Collaboration Events
Documents about Identity V
🚨📢BREAKING NEWS: Block Blast blasted off the Android store, Steam deck price goes to the moon
The gaming industry is currently navigating significant shifts in hardware pricing, mobile market dynamics, and the integration of generative artificial intelligence.
- Monopoly Go continues to dominate the mobile market with $200 million in monthly revenue, providing Hasbro with a $168 million annual licensing run-rate.
- NetEase reported a 7% year-over-year revenue increase to $3.7 billion, fueled by strong growth in China, Turkey, and Vietnam.
- Valve increased the price of the 1TB Steam Deck OLED by 40%, bringing the cost to $949 and raising concerns about its value proposition.
Wolves Esports Partners With Luna Esports for ePremier League
Wolves Esports has entered into a partnership with the Portuguese organization Luna Esports to compete in the EA Sports FC ePremier League.
- Wolves Esports has partnered with Luna Esports to compete in the UK-based EA Sports FC ePremier League.
- The two players representing Wolves Esports in the competition are Diogo “Diogo” Mendes and Goncalo “RastaArtur” Pinto.
- Both players are members of Luna Esports, a Portuguese organization founded by footballer Diogo Jota in 2020.
NetEase 4Q25 Investor Presentation
NetEase’s fourth-quarter 2025 investor presentation outlines the company’s performance as a leading global internet and gaming services provider.
- NetEase generated $3.9 billion in total net revenue for 4Q25, with the gaming segment contributing $3.14 billion of that total.
- Net income attributable to shareholders reached $893 million for the quarter, supported by a strong gross profit margin of 64.2%.
- The gaming division's performance was bolstered by the global expansion of new titles Marvel Rivals and Sword of Justice, alongside record-high annual revenue for licensed Blizzard titles in China.
Olympic Council of Asia Signs 10-Year Strategic Partnership With Tencent Esports
The Olympic Council of Asia (OCA) has entered into a ten-year strategic partnership with Tencent Esports, designating the company as the official esports technology partner for the organization.
- The Olympic Council of Asia (OCA) has signed a 10-year strategic partnership naming Tencent Esports as its official esports technology partner.
- Tencent Esports will implement its Tencent Esports Competition System (ECS) to standardize and manage technical operations for upcoming OCA esports competitions.
- Yati Zhang, director of Tencent Esports, has been appointed as the OCA esports manager to oversee the development of the Asian esports event ecosystem.
Fastest-Growing Esports Games of 2025
The global esports landscape underwent a significant transformation in 2025, characterized by the successful integration of new competitive titles and the strategic revitalization of established legacy franchises.
- Honor of Kings achieved the highest year-over-year growth in total hours watched among the top twenty esports titles in 2025, cementing its leadership in the mobile sector.
- The 2025 esports landscape was defined by a shift toward mobile-first titles and the revitalization of legacy franchises like Clash Royale and Clash of Clans through consistent ecosystem updates.
- New competitive titles, most notably Marvel Rivals, successfully integrated into the market by leveraging existing player bases and transitioning standalone modes into independent esports.
NetEase 3Q25 Investor Presentation
NetEase’s third-quarter 2025 investor presentation outlines the company’s financial performance and strategic positioning as a premier global internet and gaming services provider.
- NetEase reported total net revenues of $3.98 billion for 3Q25, an 8.2% year-over-year increase, with net income rising 31.8% to $1.21 billion.
- The gaming segment remains the primary revenue driver, contributing $3.28 billion in 3Q25, representing an 11.8% year-over-year growth fueled by titles like Fantasy Westward Journey and the launch of Destiny: Rising.
- The company maintains a strong financial position with $21.5 billion in net cash as of September 30, 2025, supporting ongoing dividend declarations and share buyback programs.
Identity V: Player Count, Revenue & Other Stats (2025)
Identity V, an asymmetrical multiplayer horror game developed by NetEase, has established itself as a significant commercial success within the mobile gaming sector.
- NetEase's Identity V has generated over $880 million in total revenue since its 2018 launch, with current monthly earnings ranging between $10 million and $20 million.
- The game maintains a consistent player base in 2026 with approximately 700,000 daily active users and 3 million monthly active users.
- Identity V has surpassed 102 million total downloads worldwide, with 54% of its install base originating from China.
Top 10 Worldwide Mobile Games By Revenue and Downloads: November 2024
The mobile gaming industry experienced a period of relative stability in November 2024, with global consumer spending across the Apple App Store and Google Play reaching $6.54 billion, a marginal 0.05% decrease from the previous month.
- Global mobile game consumer spending reached $6.54 billion in November 2024, a marginal 0.05% decrease from the previous month, with the U.S. accounting for 32.3% of total revenue.
- Tencent’s Honor of Kings remained the top-grossing mobile game globally, while Pokémon TCG Pocket emerged as the second-highest-grossing title and the leader in revenue growth.
- Garena Free Fire maintained its position as the most downloaded mobile game globally with over 25 million downloads in November, bringing its lifetime total to 1.78 billion.
Burger King Sponsors Weibo Gaming
The Chinese esports organization Weibo Gaming (WBG) has entered into a sponsorship agreement with the American fast-food chain Burger King.
- Chinese esports organization Weibo Gaming (WBG) has entered into a sponsorship agreement with the fast-food chain Burger King.
- The partnership focuses on content creation for the Chinese social media platform Weibo, which is the parent company of WBG.
- Burger King will be included on WBG’s official sponsor list, though the brand will not feature its logo on the team’s jerseys.
Through the Grapevine: 3 Ways to Market Your Game With the Help of Your Player Base
Mobile game developers can significantly enhance user acquisition and retention by leveraging their existing player base through strategic referral and social sharing incentives.
- Mobile games can drive user acquisition by implementing referral systems that offer progressive rewards, such as the tiered invitation events used by Cookie Run: Kingdom and Garena Free Fire.
- Mentorship mechanics, like those in Pokémon GO and Monster Strike, incentivize high-level players to recruit and retain new users by offering rewards for reaching specific progression milestones.
- Collaborative tasks between veteran and novice players, such as the joint missions in Ensemble Stars!! Music, can be used to deepen engagement and provide exclusive rewards for both parties.
New Subgenres: Current Market Positions in the Three Biggest Mobile Game Markets
This analysis examines the market performance of seven newly categorized mobile game subgenres—Merge Games, Asymmetric Survival, Other Casino, Casual Casino, Sovereign Games, Bubble Shooter, and Tower Defense RPG—across the iOS platforms in the United States, China, and Japan.
- GameRefinery introduced seven new mobile game subgenres in April 2021: Merge Games, Asymmetric Survival, Other Casino, Casual Casino, Sovereign Games, Bubble Shooter, and Tower Defense RPG. This report analyzes their iOS IAP revenue market shares in Q1 2021 compared to Q1 2020 across the US, China, and Japan.
- Casual Casino is the most successful new subgenre in Western markets, holding 1.93% of US iOS revenue, with Coin Master being the top earner and the only game from this subgenre to enter the top-grossing 500 in Japan.
- Merge Games are significantly more popular in Western markets (around 1% revenue share) compared to China and Japan (about 0.1%), with Merge Mansion and Evermerge (both published in 2020) being key drivers alongside Merge Dragons!.
Take Your Game's Retention to the Next Level With Collaboration Events
Promotional collaboration events serve as a strategic tool for mobile game developers to enhance player retention and increase lifetime value through live operations.
- Collaboration events can drive significant revenue spikes, as seen with Identity V, where a Persona 5 event increased US iOS revenue from 3K to 49K and a Danganronpa event boosted it from 9K to 65K.
- Dragalia Lost leveraged partnerships with major franchises like Fire Emblem, Megaman, and Monster Hunter to achieve peak US iOS revenues exceeding 60K per event.
- Collaboration events function as powerful live ops tools to re-engage existing players through unique, limited-time content and to acquire new users with high affinity for the partner brand.
Companies behind it
As the documents state it.
