The Mound: Omen of Cthulhu
GameBy ACE Team
3 documents in the library are about The Mound: Omen of Cthulhu, from writers such as Alinea Analytics, GameDev Reports and GameDiscoverCo. Each has a summary and key insights with the page they come from.
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On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue to date
- $4.5M
- Units sold
- 220K
- Last 12 months
- $4.5M
- 218K units
- Price
- $29.99
- Positive reviews
- 69%
- of 4,179 reviews
- Peak players
- 0
- at the same time
- Followers
- 62K
- Average playtime
- 7 h
On Steam since Jul 15, 2026 · Developer ACE Team · Publisher NaconSteam store page
Documents about The Mound: Omen of Cthulhu
Games and Numbers: July 14 – July 28, 2026
This report provides a bi-weekly summary of key performance milestones and commercial data for the global video game industry, covering the period from July 14 to July 28, 2026.
- GTA VI pre-orders generated over $260 million in the first week, with projections estimating at least 37 million units sold and $3.25 billion in revenue during its release week.
- Palworld has surpassed $700 million in revenue with 30.5 million copies sold, seeing a massive surge in average daily active users to 3.7 million following its full release on July 10.
- Ubisoft’s Assassin’s Creed Black Flag Resynced reached its full-year sales target by selling 3.5 million copies within its first two weeks.
How Paralives Sold a Million Copies in Its First Month
The life simulation game Paralives achieved significant commercial success by selling one million copies within its first month of Early Access on Steam.
- Paralives sold one million copies in its first month of Steam Early Access, supported by a pre-release Patreon campaign that raised approximately $3 million.
- The game achieved a peak of 78,000 concurrent users on launch day and maintains a strong long-tail effect with 25,000 new wishlist additions per day weeks after debut.
- The title recorded a 6.5% refund rate and a median playtime of 5.5 hours, both of which indicate strong player retention and satisfaction compared to industry medians.
Steam Next Fest's Winners, and Why the Event Might Matter Less Than You Think
Steam Next Fest is increasingly viewed as a diminishing tool for independent developers, serving more as a crowded promotional venue than a reliable engine for long-term commercial success.
- Steam Next Fest primarily amplifies existing demand rather than creating it, benefiting games with strong pre-event momentum and unique concepts, while most of the 4,300 participating demos gain minimal impact.
- Wishlists generated during Steam Next Fest often have low conversion rates; even strong performers like "Dispatch" and "Ball X Pit" converted only about 25-26% of wishlisters into buyers within three months, with many wishlists representing idle curiosity rather than purchase intent.
- Demo playtime and demo-to-wishlist attachment rate are better predictors of launch conversion than raw wishlist counts, indicating whether players genuinely liked a game enough to return.