Metal Slug
Game
8 documents in the library are about Metal Slug, from writers such as GameDiscoverCo, DiGRA and GameMakers. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Metal Slug, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Key figures from the reports
Advertising strategies shifted toward high-volume video campaigns, exemplified by PUBG Mobile’s 'Metal Slug: Awakening' push, which deployed 18,000 deduplicated creatives—a 326% MoM increase.
SocialPeta, 2023 · Global Mobile Games in August: August 2023
Metal Slug: Awakening, a co-development between Tencent TiMi and SNK Playmore, generated over $9 million in revenue and 1.66 million downloads in China within its first eight days.
GameMakers, 2023 · Metal Slug: Awakening Market Analysis: China
Documents about Metal Slug
Can Itch.io Success Translate to Steam Success?
The transition from itch.io prototype to a commercial Steam release is a common strategy for independent developers, yet success on the former does not guarantee performance on the latter.
- Itch.io serves as an effective, low-risk environment for prototyping and gathering community feedback, which should be prioritized over using Steam Early Access for initial development testing.
- Successful transitions from Itch.io to Steam often require a significant increase in visual fidelity and system complexity; for example, 'Die in the Dungeon' successfully converted a game jam project into a full release with 1,694 reviews by rebuilding graphics and systems.
- Games that fail to provide a clear, high-fidelity upgrade from their Itch.io prototype to the full Steam release, such as 'Tiny Kingdom', risk underperforming despite having strong initial interest and 10,000+ wishlists.
How Cloverpit Added 100k Steam Wishlists in a Week
The rapid acquisition of 100,000 Steam wishlists for the unreleased title Cloverpit serves as a case study in effective game marketing through strategic demo releases and influencer engagement.
- Cloverpit secured 100,000 Steam wishlists in seven days by launching a demo during the Triple I Initiative showcase to avoid the saturation of Steam Next Fest.
- The game’s demo achieved 200,000 total activations and reached a peak of 3,200 concurrent players.
- Player engagement metrics were strong, with a median playtime exceeding one hour and 7% of users playing for more than five hours.
PulluP Entertainment Q3 2024 Financial Results
PulluP Entertainment’s financial results for the third quarter ending December 31, 2024, demonstrate significant growth, primarily fueled by the commercial success of Warhammer 40,000: Space Marine 2.
- PulluP Entertainment reported Q3 revenue of €100.8 million, representing a 132.7% year-over-year increase driven primarily by the success of Warhammer 40,000: Space Marine 2.
- Revenue from new game releases surged nearly 8x year-over-year, rising from €8.9 million to €68.5 million.
- Warhammer 40,000: Space Marine 2 reached 6 million unique players as of January 16, 2025, serving as the primary revenue driver for the company.
Pullup Entertainment Q3 2024/25 Revenue
Pullup Entertainment reported record-breaking financial results for the third quarter of the 2024/25 fiscal year, achieving revenue of €100.8 million.
- Pullup Entertainment reported Q3 2024/25 revenue of €100.8 million, a significant increase from €43.3 million in the same period last year.
- Total revenue for the first nine months of the fiscal year reached €335.1 million, representing a 161% year-over-year growth rate.
- Warhammer 40,000: Space Marine 2 served as a primary growth driver, surpassing 6 million unique players and achieving Platinum status on Steam.
Which Games Hit Big in Steam's June 2024 Next Fest?
This analysis examines the performance of upcoming video games during the June 2024 Steam Next Fest and concurrent "not-E3" summer showcases.
- Black Myth: Wukong added 850,000 wishlists during the June 2024 showcase period, reaching a total of approximately four million wishlists.
- Once Human emerged as the top-performing Next Fest title, recording 14,200 new followers and 19,500 peak concurrent users.
- Tiny Glade achieved significant market penetration as a 'cozy' title, surpassing one million total wishlists.
Global Mobile Games in August: August 2023
The August 2023 snapshot of the global mobile gaming market highlights a mix of sustained franchise performance and emerging titles. In revenue, MONOPOLY GO! dominated the U.S.
- MONOPOLY GO! led the U.S. App Store in August 2023 with $72.5 million in revenue, marking a 67% increase over July.
- Casual and idle games saw massive download spikes, led by My Perfect Hotel with 5.3 million iOS downloads (a 10x increase) and Football League 2023 with 16.5 million Google Play downloads (a 180% MoM increase).
- High-end titles maintained strong revenue, with Fate/Grand Order surpassing $7 billion in lifetime earnings and MiHoYo’s Honkai: Star Rail and Genshin Impact generating $47.2 million and $17.8 million respectively.
Metal Slug: Awakening Market Analysis: China
Metal Slug: Awakening has demonstrated significant commercial success in the Chinese mobile gaming market shortly after its launch.
- Metal Slug: Awakening, a co-development between Tencent TiMi and SNK Playmore, generated over $9 million in revenue and 1.66 million downloads in China within its first eight days.
- The title achieved significant market penetration in China, reaching the #1 spot for downloads and the #4 spot for revenue on mobile charts.
- Prior to its Chinese release, the game underwent a soft launch in Indonesia and the Philippines, facilitated by the Vietnamese publisher VNG Games.
What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture
Youth video game making in a Los Angeles Computer Clubhouse serves as the basis for an argument that building games offers an alternative route into participatory culture, one that addresses the participation gap, the transparency problem, and the ethics challenge identified in Jenkins' work.
- The study argues that building video games offers an alternative route into participatory culture, cultivating design skills and critical awareness as a counterpoint to passive media consumption, and addressing the participation gap, transparency problem, and ethics challenge identified in Jenkins' work.
- An archival analysis of 11,926 files collected over two years at a Los Angeles Computer Clubhouse found Scratch was the most-used design software, accounting for 643 files or 5.3 percent of the total after excluding saved web images, which dominated the corpus.
- Preliminary indications suggest programming complexity and community expertise grew in the second year, though the authors stress these trends are provisional because analyses of programming sophistication remain ongoing.