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Streets of Rage 4

Game

6 documents in the library are about Streets of Rage 4, from writers such as GameDiscoverCo, Pullup Entertainment and The Game Business. Each has a summary and key insights with the page they come from.

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Each row is a game or company named alongside Streets of Rage 4, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Streets of Rage 4

Cover of Pullup Entertainment 2026/27 First-Quarter Revenue
Financial report3 pages

Pullup Entertainment 2026/27 First-Quarter Revenue

Pullup Entertainment recorded €44.4 million in revenue for the first quarter of the 2026/27 fiscal year, representing a 44.0% decrease compared to the same period in the previous year.

  • Pullup Entertainment reported €44.4 million in revenue for Q1 2026/27, a 44.0% decrease compared to the same period last year.
  • The revenue decline was driven primarily by a sharp drop in new release performance, which fell from €18.6 million in Q1 2025/26 to €1.9 million.
  • The company’s back catalogue remained resilient, generating €39.3 million in revenue, nearly matching the €39.4 million recorded in the prior year's first quarter.
Pullup EntertainmentJul 2026
Cover of Mobile Game Genres Explained
Article

Mobile Game Genres Explained

"Mobile Game Genres Explained" serves as a comprehensive guide to the diverse landscape of mobile gaming, aiming to categorize and define the myriad genres that engage players globally.

  • The mobile gaming market has matured into a diverse ecosystem comprising over 20 distinct categories, ranging from high-intensity action and strategy to accessible puzzle and social casino games.
  • A primary development trend involves the use of hybrid models that integrate disparate mechanics, such as combining RPG elements with gacha systems or strategy with tower defense, to improve player retention.
  • The analysis is based on a track record of acquiring over 300 million users since 2018, providing a foundation for understanding current industry performance metrics.
UdonisNov 2025
Cover of "We didn't believe Space Marine 2 could hit seven million unique players"
29 min
The Game Business29 min

"We didn't believe Space Marine 2 could hit seven million unique players"

Pullup Entertainment, a European-based federation of studios and publishers, has achieved significant financial growth by focusing on the AA and indie game segments rather than the AAA market.

  • Pullup Entertainment reported annual revenue of 390 million euros, a 100% year-over-year increase, with an EBIT of 60.3 million euros.
  • Warhammer 40,000: Space Marine 2 exceeded 7 million unique players, validating the company's strategy of scaling niche titles through high-quality execution.
  • The company manages a pipeline of 50 projects, split between 20 owned or co-owned intellectual properties and 30 licensed or third-party titles.
The Game BusinessJul 2025
Cover of Pullup Entertainment Q1 2025/26 Earnings Results
Financial report4 pages

Pullup Entertainment Q1 2025/26 Earnings Results

PULLUP Entertainment reported record first-quarter revenue for fiscal 2025/26 (quarter ended June 30, 2025) of €79.3 million, up 132% from €34.2 million a year earlier.

  • Pullup Entertainment achieved record-breaking Q1 2025/26 revenue of €79.3 million, a 132% year-over-year increase that surpassed the previous 2020/21 record by 23%.
  • The company's back catalogue was the primary growth driver, generating €58.4 million—a 91% increase—led by Warhammer 40,000: Space Marine 2, Train Sim World 5, and SnowRunner.
  • New releases contributed €18.6 million to the quarterly total, driven by the launch of Roadcraft, which outperformed internal expectations to become one of the most successful launches in Focus Entertainment Publishing history.
Pullup EntertainmentJul 2025
Article

How to Differentiate Your Game for Success in 2022

Success in the 2021 premium game market depends on tailoring a game's positioning to the platform where it will sell, since what works on one rarely transfers cleanly to another.

  • Independent developers face significant financial hurdles, as a game with 10,000 launch wishlists is projected to net only $54,000 in its first year.
  • Steam success relies on depth and replayability, with genre choice creating massive revenue disparities, such as political simulators earning a $20,000 median compared to $800 for puzzle platformers.
  • Success on Xbox and PlayStation requires small to medium-sized developers to produce high-fidelity 'AAA-lite' experiences that fill niches abandoned by larger publishers.
GameDiscoverCoMar 2021
Cover of Game Discoverability & The Nintendo Switch: What's Selling?
Article

Game Discoverability & The Nintendo Switch: What's Selling?

Simon Carless's June 2020 newsletter, the second half of a Nintendo Switch discoverability overview, examines what is actually selling on the Switch eShop and argues that the platform remains the most promising console for natural indie discoverability, even as it grows crowded.

  • The Nintendo Switch eShop lacks public performance data, forcing developers to rely on third-party tracking tools like eShopRank to estimate revenue through daily chart position monitoring.
  • Market success on the Switch is increasingly driven by extreme discounting strategies, with some independent titles relying on 80% to 90% price cuts to secure impulse purchases and maintain visibility.
  • Top-performing content on the platform falls into four categories: premium-priced first-party titles, ported third-party AAA games, high-volume indie hits with minimal discounting, and heavily discounted indie titles.
GameDiscoverCoJun 2020