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Last Epoch cover

Last Epoch

GameBy Eleventh Hour Games · Released Feb 21, 2024

Documents about Last Epoch

Cover of Krafton’s Radical AI Transformation Strategy
Article

Krafton’s Radical AI Transformation Strategy

Krafton has established itself as a pioneer in the gaming industry by formally adopting an AI-first organizational mandate as of October 2025.

  • Krafton officially transitioned to an 'AI-first' organization in October 2025, appointing a Chief AI Officer to oversee company-wide strategy and resource allocation.
  • The company is targeting a ~40% reduction in production costs through AI-driven efficiency frameworks, with early results showing a 16x reduction in time for specific art workflows.
  • Krafton is investing $68 million into a proprietary GPU cluster to support frontier AI research and reduce dependency on external infrastructure.
NaavikApr 2026
Cover of How Top Studios Use Data to Win in a Post-ATT World
Article

How Top Studios Use Data to Win in a Post-ATT World

The mobile gaming industry faces a persistent challenge in user acquisition and measurement following the implementation of Apple’s App Tracking Transparency (ATT) framework.

  • Implementing the Conversions API (CAPI) provides a measurable 3-5% lift in Return on Ad Spend (ROAS) by utilizing server-side signals like hashed emails and phone numbers to improve platform targeting.
  • Top-performing studios are achieving ATT opt-in rates of 40-50% by utilizing pre-prompts, customized messaging, and direct appeals, significantly outperforming the industry average of 10-15%.
  • Web-to-app funnels, including the use of web shops, HTML5 playables, and interactive quizzes, offer a high-performing alternative to standard app promotion by bypassing some app store tracking restrictions.
GameMakersJul 2025
Cover of How Your Steam Launch Players Relate to Week 1 Sales
Article

How Your Steam Launch Players Relate to Week 1 Sales

The analysis examines the relationship between Steam launch concurrent user (CCU) counts and first-week sales performance, providing a framework for developers to estimate early commercial success.

  • Games without pre-orders have a median first-week sales multiplier of 21.8x their Day 1 peak CCU, while titles with significant pre-orders have a lower multiplier of 15.4x due to frontloaded sales.
  • Successful Steam debuts typically reach their peak CCU within 3.5 days of launch, with non-pre-order titles peaking faster at 2.5 days compared to 4 days for pre-order-heavy titles.
  • A game with 1,000 Day 1 CCU can generally expect approximately 20,000 sales in its first week, assuming no significant pre-order volume.
GameDiscoverCoMay 2025
Cover of GameOver: Marathon Alpha Disaster, Switch 2 to the Moon, Indies over Gaming Giants
Article

GameOver: Marathon Alpha Disaster, Switch 2 to the Moon, Indies over Gaming Giants

The provided analysis offers a critical assessment of the gaming industry as of April 2025, focusing on major publisher performance, hardware market trends, and the shifting landscape between AAA studios and independent developers.

  • The Nintendo Switch 2 is projected to have the largest console launch in history, supported by an existing base of 105 million active Switch users and 129 million annual players.
  • Bungie’s Marathon is facing significant negative sentiment and high dislike ratios following its alpha reveal, leading the studio to lift the NDA to allow public feedback.
  • Indie and AA studios are gaining market momentum over traditional AAA developers, with titles like Helldivers 2, Palworld, and Last Epoch cited as successful examples of risk-taking.
GameMakersApr 2025
Cover of Top Games in Live-Streaming: February 2024
Article

Top Games in Live-Streaming: February 2024

The live-streaming industry experienced continued growth in February 2024, with the top 10 games collectively generating an additional 21 million hours watched compared to the previous month.

  • VALORANT rose to 3rd place in February with 108.7 million hours watched, a 60.8% increase driven by the start of the VALORANT Champions Tour 2024.
  • Palworld dropped out of the top 10 after a 69.7% decline in monthly hours watched, falling from 80 million in January to 24 million in February.
  • Rainbow Six Siege experienced an 86.1% surge in viewership to 26.8 million hours, largely attributed to the Six Invitational esports event.
Stream HatchetMar 2024
Article

How Escape Simulator Hit 'escape Velocity' & Sold 2 Million Copies

Escape Simulator, a $15 co-op escape room title from Pine Studio, has achieved significant commercial success on Steam, surpassing 2 million copies sold since its October 2021 launch.

  • Escape Simulator has sold over 2 million copies since its October 2021 launch, maintaining a high sales-to-review ratio of 177:1 due to its casual co-op player base.
  • The game’s paid DLC maintains an attach rate exceeding 30%, despite the availability of extensive free user-generated content.
  • Strategic collaborations with Portal and Among Us have served as effective, non-monetized tools for player acquisition and retention.
GameDiscoverCoFeb 2024
Cover of Why Games Get Big Post-Release Discovery Boosts
Article

Why Games Get Big Post-Release Discovery Boosts

This analysis explores the mechanisms behind post-release discovery surges for PC and console games, challenging the notion that a game’s initial launch trajectory is unalterable.

  • Adding social functionality like online multiplayer or co-op modes is a primary catalyst for revitalizing a game's reach and long-term commercial performance.
  • Transitioning from Early Access to a 1.0 release functions as a critical marketing milestone that allows developers to re-pitch their title to media and influencers.
  • While influencer-driven spikes are often short-lived, they provide significant boosts to a game's long-tail sales and visibility on Steam's front-page.
GameDiscoverCoJun 2021