Old School RuneScape
GameBy Jagex
10 documents in the library are about Old School RuneScape, from writers such as PocketGamer.biz, The Game Business and Stream Hatchet. Each has a summary and key insights with the page they come from.
Connections
The documents about Old School RuneScape 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
Old School RuneScape maintains its market position through a democratic development model that requires a 70% player approval rating for all content updates.
The Game Business, 2025 · Jagex prepared to take financial hit to save RuneScape, p. 8
MMO titles saw a collective rise in popularity, with significant growth in Old School RuneScape (91%), Lost Ark (53%), MapleStory (53%), and Final Fantasy XIV (47%).
Stream Hatchet, 2024 · Top Games in Live Streaming: June 2024
Jagex generated 25 million in gross revenue and 8.6 million installs by expanding Old School RuneScape to mobile, proving the viability of a cross-platform subscription model.
PocketGamer.biz, 2020 · Bringing a Desktop Subscription Model to Mobile, p. 18
Established titles continue to dominate the MMO streaming space, with Old School RuneScape and World of Warcraft recording 4.4 million and 3.6 million hours watched, respectively, during the week of June 17, 2024.
Stream Hatchet, 2024 · MMOs on Live Streaming: Albion Online and Pax Dei
Implement collaborative decision-making tools, such as the 75% majority polling system used in Old School RuneScape, to align design goals with player expectations.
PocketGamer.biz, 2019 · Build movements for your community, p. 11
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
- $0
- Units sold
- 627K
- Price
- Free
- Positive reviews
- 83%
- of 21K reviews
- Peak players
- 2,502
- at the same time
- Followers
- 27K
- Average playtime
- 68 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2021 | $0 | 307K | |
| 2022 | $0 | 70K | |
| 2023 | $0 | 66K | |
| 2024 | $0 | 64K | |
| 2025 | $0 | 85K | |
| 2026 so far | $0 | 37K |
On Steam since Feb 24, 2021 · Developer JagexSteam store page
Documents about Old School RuneScape
Games For Breakfast Feat. TierZoo | Ep.73 | Gaming News
The modern gaming landscape is defined by a tension between player-driven innovation and the volatility of platform-level control.
- Old School RuneScape is introducing a 'BronzeMan' mode, an official implementation of a previously unofficial community challenge similar to the 'Iron Man' mode.
- The game 'Aliens: Fireteam Elite' on Nintendo Switch has become inaccessible to users because it relied on cloud streaming, and the servers hosting the game have been shut down.
- Hello Games is using the development of 'No Man's Sky' as a technical testing ground for mechanics that will be implemented in their upcoming title, 'Light No Fire'.
RuneScape CEO: We Want to Be Bigger than World of Warcraft
Jagex is undergoing a strategic transformation to establish the RuneScape franchise as the preeminent force in the massively multiplayer online gaming sector, with the explicit objective of surpassing World of Warcraft in global market share.
- Jagex has rebranded itself as "Jagex: The RuneScape Company," selling off its non-RuneScape game, Scum, and its developer, Gamepires, to focus exclusively on the RuneScape franchise.
- The company's strategy, RS25, has three main goals: stabilize the declining RuneScape MMO, heavily invest in the successful Old School RuneScape, and fully release the survival game RuneScape: Dragonwilds.
- Old School RuneScape has broken multiple records across major metrics in the last 12 months, experiencing an "unbelievable kind of heater."
RuneScape CEO: We want to be bigger than World of Warcraft
Jagex is undergoing a strategic transformation to solidify its position as a premier global gaming entity by centering all operations exclusively on the RuneScape franchise.
- Jagex has launched the 'RS25' strategy, a £200 million investment initiative aimed at modernizing the RuneScape franchise and establishing it as the world’s leading MMO brand within five years.
- The company is pivoting to a single-franchise focus by divesting non-core assets to prioritize the long-term health and growth of RuneScape.
- Jagex intends to leverage its historical player base of 300 million users to drive expansion into Asian markets and launch the new title 'Dragon Isles' on console platforms.
Jagex prepared to take financial hit to save RuneScape
Jagex is currently undergoing a strategic pivot to prioritize the long-term health and integrity of the RuneScape franchise over short-term revenue gains.
- Jagex is prioritizing the long-term sustainability of the RuneScape franchise over short-term revenue by re-evaluating and potentially reducing microtransactions in RuneScape 3.
- The company has abandoned third-party publishing and large-scale acquisitions to focus exclusively on its core MMO portfolio: RuneScape, Old School RuneScape, and RuneScape: Dragonwilds.
- Old School RuneScape maintains its market position through a democratic development model that requires a 70% player approval rating for all content updates.
Top Games in Live Streaming: June 2024
Live streaming viewership experienced significant growth in June 2024, with the top 100 games collectively generating approximately 155 million additional hours watched compared to the previous month, representing an 11% increase.
- Total viewership across the top 100 streamed games grew by 11% in June 2024, representing an increase of approximately 155 million hours watched compared to May.
- Elden Ring surged to the #3 spot with 122 million hours watched, a 283% increase driven by the release of the 'Shadow of the Erdtree' DLC and high-profile marathon streams.
- Destiny 2 viewership jumped 149% to 26 million hours watched, fueled by the release of its final expansion, 'The Final Shape'.
MMOs on Live Streaming: Albion Online and Pax Dei
This analysis examines the performance of Massively Multiplayer Online games (MMOs) on live streaming platforms, specifically focusing on the growth strategies of Albion Online and the market entry of Pax Dei.
- Albion Online’s European server launch generated significant streaming interest, peaking at 2.6 million hours watched during the week of its full release on April 29, 2024.
- The European expansion for Albion Online successfully leveraged the 'fresh start' narrative to mitigate player concerns regarding established competitive imbalances and PvP-related griefing.
- As of the week beginning June 17, 2024, Albion Online ranked 8th among all MMOs on live streaming platforms with 1.2 million hours watched.
National Game Engines Could Shape The World - The Metacast by Naavik
The gaming industry is currently navigating a complex intersection of participatory governance, geopolitical technological sovereignty, and aggressive market consolidation.
- State-sponsored development of national game engines is emerging as a tool for governments to exert political influence, surveillance, and social engineering within virtual spaces and the metaverse.
- Corporate consolidation is accelerating as companies prioritize financial synergy and technological control over organic growth, leading to a market dominated by fewer, larger-scale acquisitions.
- Unity’s acquisition of ironSource represents a strategic shift toward integrating ad-tech and monetization capabilities to maintain competitiveness against rivals like AppLovin.
Bringing a Desktop Subscription Model to Mobile
Jagex successfully expanded its desktop MMORPG, Old School RuneScape, to mobile platforms by prioritizing a seamless, cross-platform experience that allows players to maintain progress across PC and mobile devices.
- Jagex generated 25 million in gross revenue and 8.6 million installs by expanding Old School RuneScape to mobile, proving the viability of a cross-platform subscription model.
- To maintain a unified view of user value across PC and mobile, the company integrated internal data with mobile measurement partners, enabling more effective scaling of advertising spend.
- The mobile launch strategy utilized pre-order campaigns on the Apple App Store and Google Play, which drove the game to the top of free-to-play charts in the US and UK within 24 to 72 hours.
Build movements for your community
Building successful game communities requires shifting from a standard update-by-update release cycle to a movement-based strategy.
- Shift from a standard update-by-update release cycle to a movement-based strategy, where players share a purpose and work toward a common vision to sustain long-term engagement.
- Implement collaborative decision-making tools, such as the 75% majority polling system used in Old School RuneScape, to align design goals with player expectations.
- Seed ideas early through teasers, social media, and live-streamed development sessions to allow for speculation and feedback before official content launches.
An update on mobile esports progression and opportunities
Mobile esports represents a rapidly evolving sector characterized by high accessibility, a massive global user base, and a unique capacity for rapid community engagement.
- Mobile esports currently accounts for less than 10% of global esports viewership, representing a significant growth opportunity due to its high accessibility and lower hardware barriers compared to PC gaming.
- Mobile titles achieve financial sustainability by moving away from pay-to-win models toward monetization strategies centered on in-game purchases, licensing, and high-production-value tournaments.
- Mobile esports tournaments often achieve immediate cost recovery through in-game microtransactions, a financial efficiency rarely seen in traditional PC-based competitive gaming.
Companies behind it
As the documents state it.