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Mewgenics

GameBy Edmund McMillen

15 documents in the library are about Mewgenics, from writers such as Alinea Analytics, GameDiscoverCo and The Game Business. Each has a summary and key insights with the page they come from.

Documents
15
newest 18 Aug 2026
Steam revenue
$48.8M
estimate, to date
Sold on Steam
2.2M
units

Connections

The documents about Mewgenics 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

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue to date
$48.8M
Units sold
2.2M
Last 12 months
$48.5M
2.2M units
Price
$29.99
Positive reviews
90%
of 55K reviews
Peak players
0
at the same time
Followers
104K
Average playtime
41 h

On Steam since Feb 10, 2026 · Developer Edmund McMillen, Tyler GlaielSteam store page

Documents about Mewgenics

Cover of Revenge of Steam's Mid-Market
Article

Revenge of Steam's Mid-Market

The gaming industry is currently experiencing a significant shift in consumer spending patterns on Steam, where growth is driven almost exclusively by back-catalog titles rather than new releases.

  • Steam revenue grew by $1.41 billion in the first half of 2026, but this growth was driven entirely by back-catalog sales, which added $1.80 billion while new release revenue shrank by $0.39 billion.
  • The share of total Steam revenue generated by existing titles rose from 71% to 78% between 2025 and 2026, while revenue from new releases fell 14% to $2.40 billion.
  • The blockbuster tier (top 10 titles) has seen its revenue decline for two consecutive years, dropping from a 2023 peak of $4.3 billion to $4.0 billion in 2025.
SuperJoostAug 2026
Article

You Cannot Over-Expose Your Game

Indie game developers frequently harbor a misconception that early marketing efforts or premature Steam page launches lead to market saturation and audience fatigue.

  • Indie game developers cannot over-expose their games because Steam has over 132 million monthly active users and 1 billion accounts, making it impossible for a single indie game to reach everyone.
  • The primary risk for indie games is not over-exposure, but rather that the game itself is not interesting enough to capture player attention and sales.
  • Even a highly popular and long-standing game like The Binding of Isaac: Rebirth, originally released in 2014 (or 2011 for its predecessor), can experience a massive resurgence, as shown by its 150,000 concurrent players during the 2026 Steam Summer Sale after a 90% discount.
How To Market A GameJul 2026
Cover of Steam DLC Data: High Attach Rates for 2026 Roguelike DLC
Article

Steam DLC Data: High Attach Rates for 2026 Roguelike DLC

The roguelike genre on Steam demonstrates exceptionally high player engagement and monetization potential, characterized by DLC attach rates that significantly outperform the industry baseline.

  • Roguelike DLC on Steam is achieving significantly higher attach rates than the genre-wide baseline, with four major 2026 releases each exceeding 100,000 units sold.
  • The 'Barony: Deserters & Disciples' DLC achieved a 19% attach rate, selling nearly 200,000 units and generating $1.2M in gross revenue since its January 2026 launch.
  • Pricing for successful roguelike DLC remains at or below $10, with the highest-performing title by attach rate, 'Monster Train 2', priced at the top of this range and achieving a 21% attach rate.
Alinea AnalyticsMay 2026
Article

What a Banned PlayStation Dev Tells Us About Discovery for Console Games

The analysis examines the discovery strategies employed by low-quality, "shovelware" developers on console platforms, specifically focusing on entities recently banned from the PlayStation Store.

  • Shovelware developers manipulate console discovery algorithms by utilizing three primary tactics: leveraging open-source-adjacent IP, keyword squatting on high-demand game titles, and offering 'easy Platinum' trophy achievements to incentivize purchases.
  • Bad actors frequently target search traffic by mimicking the names of popular titles that have not yet been released on specific console platforms.
  • Legitimate developers can ethically improve visibility by adopting similar keyword optimization strategies and pursuing 'fast-follow' releases that incorporate unique creative twists.
GameDiscoverCoMar 2026
Cover of Slay the Spire 2: Steam Launch Performance Analysis
Article

Slay the Spire 2: Steam Launch Performance Analysis

Slay the Spire 2 has achieved one of the most successful indie launches in Steam history, signaling a robust start for the roguelike genre in 2026.

  • Slay the Spire 2 generated over $92 million in revenue from 4.6 million copies sold on Steam within its first two weeks of early access.
  • The game achieved a 34% wishlist-to-buyer conversion rate within two weeks of launch, significantly outperforming the industry-standard 7–10% benchmark.
  • Chinese players are a critical market, accounting for over one-third of the game's total Steam audience.
Alinea AnalyticsMar 2026
Article

February 2026's Top-Selling New Steam Games: An Analysis

This analysis evaluates the performance of new video game releases on Steam during February 2026, while providing broader context on industry trends, platform updates, and console market dynamics.

  • Resident Evil Requiem generated $75 million in Steam revenue and sold 5 million units globally, with 1.5 million units sold on Steam in its first 36 hours.
  • Mewgenics was the top-selling new Steam release in February 2026, reaching 1.7 million units sold.
  • Nioh 3 ranked as the second-highest revenue generator among new Steam releases, trailing only Resident Evil Requiem.
GameDiscoverCoMar 2026
Cover of Why the Mewgenics Developers Never Even Considered a Publisher
Article

Why the Mewgenics Developers Never Even Considered a Publisher

The developers of the rogue-like strategy game Mewgenics, Edmund McMillen and Tyler Glaiel, maintain a firm stance against utilizing traditional publishers, prioritizing creative autonomy and financial independence over external support.

  • The indie game Mewgenics, developed by Edmund McMillen and Tyler Glaiel, sold one million copies within one week of release.
  • The developers intentionally avoided traditional publishers to maintain full creative control, citing that external partners would have likely demanded the removal of the game's unconventional content.
  • McMillen and Glaiel managed the majority of their own marketing and PR, leveraging their existing audiences and personal enthusiasm to drive engagement rather than relying on external publishing support.
The Game BusinessMar 2026
Cover of Interview: Edmund McMillen and Tyler Glaiel on the remarkable success of Mewgenics
48 min
The Game Business48 min

Interview: Edmund McMillen and Tyler Glaiel on the remarkable success of Mewgenics

Mewgenics, a tactical roguelike strategy game, achieved significant commercial success by selling one million copies within its first week of release.

  • Mewgenics achieved significant commercial success by selling one million copies within its first week of release.
  • Self-publishing allowed the developers to maintain complete creative control and avoid the misaligned incentives often associated with traditional corporate publishing structures.
  • The project successfully evolved from a simple cat-breeding simulation into a complex, turn-based strategy title, sustaining high concurrent player counts post-launch.
The Game BusinessMar 2026
Cover of Games & Numbers: February 11 – February 24, 2026
Article

Games & Numbers: February 11 – February 24, 2026

This bi-weekly industry update provides a snapshot of commercial performance milestones for various PC and console titles between February 11 and February 24, 2026.

  • Arc Raiders achieved 14 million copies sold within 15 weeks of launch, peaking at 960,000 concurrent users in January 2026.
  • NieR: Automata reached 10 million total copies sold nine years after its initial release, demonstrating significant long-tail market viability.
  • Mewgenics surpassed 1 million copies sold in its first week and fully recouped its entire development budget within three hours of release.
GameDev ReportsFeb 2026
Cover of How Heritage, Quality & Marketing Made Mewgenics a Million-Seller on Steam
Article

How Heritage, Quality & Marketing Made Mewgenics a Million-Seller on Steam

The rapid commercial success of the turn-based strategy roguelite Mewgenics, which achieved over one million copies sold on Steam within its first week of release in February 2026, serves as a case study in leveraging established developer reputation, product quality, and strategic influencer marketing.

  • Mewgenics achieved over one million copies sold and approximately $40 million in revenue within its first week on Steam in February 2026.
  • The developer’s legacy audience was the primary driver of success, with 70% of the player base consisting of existing fans of Edmund McMillen’s previous title, The Binding of Isaac.
  • A targeted influencer campaign by the agency Guillotine achieved a 67% conversion rate, with 470 out of 700 curated influencers providing organic coverage within 48 hours of launch.
GameDiscoverCoFeb 2026
Cover of Mewgenics Pounces to 1M Sold
Article

Mewgenics Pounces to 1M Sold

The roguelite title Mewgenics, developed by Edmund McMillen and Tyler Glaiel, achieved significant commercial success following its February 2026 launch.

  • Mewgenics became the best-selling game of 2026 by units sold across Steam, PlayStation, and Xbox, despite currently being available only on Steam.
  • The game achieved profitability within three hours of launch and reached over 115,000 concurrent players on Steam during its first week.
  • Mewgenics is the second-highest revenue-generating game on Steam for 2026, trailing only the $70 title Nioh 3.
Alinea AnalyticsFeb 2026
Cover of China Drove Nioh 3’s Promising Start
Article

China Drove Nioh 3’s Promising Start

Nioh 3 has achieved a strong commercial launch, recording over 700,000 units sold across PlayStation and Steam within four days of its February 2026 release.

  • Nioh 3 sold over 700,000 copies across Steam and PlayStation within four days of its February 6, 2026, launch, generating more than $50 million in gross revenue.
  • Steam accounted for 56.1% of Nioh 3 sales (395,000 units), while PlayStation 5 accounted for 43.9% (309,000 units).
  • East Asia, including China, Japan, and Taiwan, represents nearly two-thirds of the Nioh 3 player base, with 71.3% of the Steam audience having previously played Black Myth: Wukong.
Alinea AnalyticsFeb 2026