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Cover of Is RTS Really Dead? How It Comes Back (Tim Morten StarCraft 2, StormGate)
5 min
GameMakers5 min

Is RTS Really Dead? How It Comes Back (Tim Morten StarCraft 2, StormGate)

The real-time strategy (RTS) genre maintains a dedicated and stable core audience, though it has been eclipsed in total market share by genres such as multiplayer online battle arenas (MOBAs) and battle royales.

  • The core audience for the real-time strategy (RTS) genre remains passionate and has not diminished, but the genre has been eclipsed in total player count by massive genres like MOBA and Battle Royale.
  • Achieving growth for the RTS genre beyond its current niche requires significant innovation, with social play identified as a primary, yet difficult-to-execute, growth strategy.
  • Frost Giant’s development of Stormgate faced scope challenges that forced the team to prioritize core gameplay modes over the intended social and co-op experiences.
GameMakersOct 2025
Cover of Nintendo has generated nearly $2.2 billion from mobile games so far
35 min
The Game Business35 min

Nintendo has generated nearly $2.2 billion from mobile games so far

The global gaming industry is currently navigating a period of significant volatility, marked by high-profile commercial setbacks and organizational instability.

  • Nintendo has generated nearly $2.2 billion in total revenue from its mobile gaming portfolio.
  • Japan is Nintendo's most critical mobile market, accounting for approximately 46% of total mobile earnings due to higher per-user spending.
  • Fire Emblem Heroes is the primary driver of Nintendo's mobile success, contributing roughly 50% of the company's total mobile revenue.
The Game BusinessOct 2025
Cover of An In-Depth Look at 4X Strategy Monetization: Two Ways to Win
Report22 pages

An In-Depth Look at 4X Strategy Monetization: Two Ways to Win

The 4X Strategy genre demonstrates robust growth, with in-app purchase revenue reaching $6.8 billion in 2024 and $3.9 billion in the first half of 2025.

  • The 4X strategy market is highly concentrated, with the top five titles capturing 50% of total industry revenue.
  • Developers must choose between an immediate monetization model, which uses high-frequency offers and gameplay friction, or a gradual approach that prioritizes long-term trust and narrative immersion.
  • Successful monetization relies on a three-stage lifecycle—early, middle, and late—that synchronizes player progression with revenue-generating mechanics.
AppMagicOct 2025
Cover of Istanbul Is Building Gaming Giants
10 min
Deconstructor of Fun10 min

Istanbul Is Building Gaming Giants

Cipher Games, a mobile developer based in Istanbul, recently secured $30 million in Series A funding led by the Rain Group and Play Ventures.

  • Istanbul-based mobile developer Cipher Games secured $30 million in Series A funding led by Rain Group and Play Ventures, bringing its total capital raised to $43 million since 2022.
  • Cipher Games is currently test-launching its debut title, Match Squad, in the Philippines, Indonesia, and the UK to refine its hybrid mechanics.
  • Match Squad differentiates itself by combining traditional match-3 gameplay with a die-roll system inspired by titles like Monopoly Go and Coin Master.
Deconstructor of FunOct 2025
Cover of 🇨🇳 AI trends n Mini-Games: MVP in 2 weeks. 80% of Chinese mini-game developers already use AI
27 min
Two & a Half Gamers27 min

🇨🇳 AI trends n Mini-Games: MVP in 2 weeks. 80% of Chinese mini-game developers already use AI

Artificial intelligence has become a foundational element of the Chinese mini-game ecosystem, with approximately 80% of developers currently integrating AI tools into their art, coding, operations, and user acquisition (UA) pipelines.

  • Approximately 80% of Chinese mini-game developers have integrated AI into their production pipelines, resulting in an 80% increase in overall development efficiency.
  • AI integration has reduced the timeline for developing a minimum viable product (MVP) from two months to just two weeks, significantly lowering production costs to under $40,000 per game.
  • Studios are utilizing proprietary LoRA models trained on specific art styles to maintain visual consistency and copyright compliance while avoiding the generic look of standard AI models.
Two & a Half GamersOct 2025
Cover of What demos are winning Steam Next Fest?
47 min
How To Market A Game47 min

What demos are winning Steam Next Fest?

Steam Next Fest functions as a primary discovery engine for the global PC gaming market, serving as a high-stakes environment where visibility is largely dictated by pre-existing wishlist counts and algorithmic favorability.

  • Steam Next Fest participation has scaled to nearly 3,000 titles, making pre-existing wishlist counts and algorithmic favorability the primary drivers of visibility.
  • High-traction genres that consistently capture broader audience interest include open-world survival crafting, simulation, and cooperative multiplayer games.
  • Click-through rates in the Discovery Queue are heavily influenced by professional capsule art that utilizes strong visual hierarchy and custom typography instead of cluttered, generic designs.
How To Market A GameOct 2025
Cover of "Capcom didn't really see the value in bringing back the original versions of Resident Evil"
31 min
The Game Business31 min

"Capcom didn't really see the value in bringing back the original versions of Resident Evil"

The preservation of classic video games serves as a critical bridge between historical cultural artifacts and modern consumer accessibility.

  • Preserving classic games requires overcoming three primary barriers: navigating complex intellectual property rights, addressing the technical degradation of legacy software, and proving commercial viability.
  • Major publishers often prioritize high-budget remakes over original versions, despite a significant market segment that demands authentic, non-monetized, and vanilla legacy experiences.
  • Reverse engineering is a critical technical strategy used to ensure legacy titles remain compatible with modern hardware, including support for ultra-wide resolutions and contemporary controller inputs.
The Game BusinessOct 2025
Cover of Discord Data Breach, Warcraft Goes Aggro on Mods & Where Can you Buy an Xbox? | Games For Breakfast
109 min
Extra Credits109 min

Discord Data Breach, Warcraft Goes Aggro on Mods & Where Can you Buy an Xbox? | Games For Breakfast

The modern gaming industry is currently defined by a tension between aggressive monetization strategies and the practical realities of consumer behavior.

  • World of Warcraft is restricting third-party add-ons in the upcoming 'Midnight' expansion, aiming to end a long-standing 'silent arms race' of UI customization while retaining specific accessibility hooks like text-to-speech.
  • Discord is facing a data breach, prompting industry criticism regarding the storage of age-verification data and calls for more secure, ephemeral verification methods.
  • The game 'Mind's Eye' has struggled commercially, holding only a 39% positive rating on Steam after 2,206 reviews, highlighting broader publisher-side issues in game development and marketing.
Extra CreditsOct 2025
Cover of Power of Play 2025: Global Video Games Report
Report33 pages

Power of Play 2025: Global Video Games Report

The "Power of Play 2025: Global Video Games Report" comprehensively examines the benefits and impact of video games on individuals worldwide.

  • The report analyzes data from 24,216 gamers across 21 countries to establish gaming as a primary tool for mental well-being, stress relief, and mitigating social isolation.
  • Mobile devices are currently the most preferred platform for gaming, driving widespread accessibility and consistent social interaction.
  • Gaming is increasingly utilized as a professional training mechanism in high-stakes fields, specifically medicine, aviation, and emergency response.
Entertainment Software AssociationOct 2025
Cover of Integrated Report: Value Creation Story
Report106 pages

Integrated Report: Value Creation Story

DeNA's FY2024 integrated report (April 2024 to March 2025), issued at the company's 25th anniversary, presents an "eternal venture" strategy under the mission to "delight people beyond their wildest dreams."

  • DeNA achieved 164.0 billion yen in revenue and 32.9 billion yen in Non-GAAP operating profit in FY2024, largely fueled by the global performance of Pokémon Trading Card Game Pocket.
  • The company is executing an 'AI-ALL-IN' strategy targeting a 100% increase in productivity and the launch of approximately 10 AI-native products.
  • The Sports segment has become a major revenue pillar, generating 40 billion yen in the last fiscal year, helping to diversify the company away from hit-driven game cycles.
DeNA Co.Oct 2025
Cover of What I learned about Steam Next from looking at 208 games that participated
17 min
How To Market A Game17 min

What I learned about Steam Next from looking at 208 games that participated

Steam Next Fest functions primarily as a visibility multiplier rather than a discovery engine, according to an analysis of 208 games participating in the February 2025 event.

  • Steam Next Fest acts as a visibility multiplier rather than a discovery engine, with performance primarily dictated by pre-existing wishlist counts.
  • Games entering with fewer than 1,000 wishlists gain an average of 462, while those with 10,000 gain 1,500, and only titles with over 100,000 pre-existing wishlists see significant growth, averaging 23,000 additional wishlists.
  • The platform's algorithm shifts visibility based on player engagement by Thursday, causing a sharp decline for games that fail to convert impressions into wishlists early in the event.
How To Market A GameOct 2025
Cover of Supercell CEO vs. the EU — Is This the End of Free-to-Play in Europe?
14 min
Deconstructor of Fun14 min

Supercell CEO vs. the EU — Is This the End of Free-to-Play in Europe?

The European Union’s proposed Digital Fairness Act and accompanying consumer protection guidelines have sparked significant industry concern regarding the future of the free-to-play gaming model.

  • The EU’s proposed Digital Fairness Act threatens the $27 billion European gaming sector by potentially classifying in-game currencies as financial instruments similar to Bitcoin.
  • If enacted, the regulation would require every virtual transaction to undergo rigorous legal processing, including mandatory parental approval and explicit euro-denominated price disclosures.
  • These requirements risk dismantling the frictionless monetization mechanics that currently sustain the free-to-play gaming model.
Deconstructor of FunOct 2025

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