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《第七史诗》
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全地区登顶+炸服,新的爆款二游要诞生了吗?
Sou Hu Cai Jing· 2025-10-25 02:31
作为知名涩涩二游《第七史诗》团队的新作,《卡厄思梦境》从首曝起就受到许多玩家们的关注,同时它的玩法直接继承于经典肉鸽游戏《杀戮尖塔》与 《暗黑地牢》,也让许多玩家对它是否能打破二游肉鸽困局有所期待。 V 0 (C 1000 RP (SB) 0 ● 0 2 l S CHAOS ZERO NIGHTMARE 这不,在游戏上线的前一天,《卡厄思梦境》就已经在日、韩、欧美地区登上App Store免费榜榜首了。即便国服因为前两个月才刚拿到版号,还没那么快 开服,心急的玩家们也在各大平台上高强度分享游戏相关的内容,相关的游戏介绍、攻略普遍播放过万,比一些近几天国服开服的二游热度还高。 由韩国Smilegate旗下《第七史诗》团队SUPER CREATIVE开发的新作《卡厄思梦境》,在10月22日正式开启公测。 O 171 ♡ 1 ill 198 这么一款全球范围高热度的二游上线,很快服务器就支撑不住玩家们的热情,游戏两个大区"国际服"与"亚服"纷纷炸服,可以说是全球炸服了。 예쓰 @YESSER238 · 2小时 카제나 오픈런~ 아시아 서버롯,함능감 카카페 카카 카페 카페 카페 카페 카 7 M T 카시와기 ...
腾讯看上的韩国新二游,刚刚登顶了
3 6 Ke· 2025-10-23 00:06
假如我说一款二次元卡牌游戏,单局动辄一小时,局内玩法要素较多,有一定的学习门槛,角色涩度中规中矩,你会考虑去玩吗? 《卡厄斯梦境》就是这样的一款游戏。可能部分读者没听过这款游戏,它于今年8月拿到版号,在B站上只发过2个视频,国际服也仅是今日11点刚刚上 线。然而,就是这样的一款游戏,在昨天开放预下载后便在美国、日韩、港澳台等多国登顶免费榜。 | 地区 | 总榜 : | 游戏 ÷ | 角色扮演 = | | --- | --- | --- | --- | | * 中国香港 | 2 | | | | TW 中国台湾 | | | | | ● 日本 | 2 | | | | 中国澳门 | 4 | | | | ●; 韩国 | 3 | 2 | 2 | 它是何方神圣?首先,它的来头不小。《卡厄斯梦境》由韩国厂商Smilegate(笑门)研发,笑门是一家老牌厂商,曾经做过《穿越火线》这样的国民级射 击游戏,还做过曾在全球狂揽50亿流水的二游《第七史诗》,由于美术精度延续了《第七史诗》的水平,一些玩家也称《卡厄斯梦境》为"第九史诗"。 而在国服,《卡厄斯梦境》由腾讯代理,众所周知,腾讯代理二游眼光极高,基本代理过的二游都有其他竞品所 ...
心动最赚钱游戏或将易主?《伊瑟》上线东亚6大T1市场,12天吸金超3700万
3 6 Ke· 2025-10-10 02:02
Core Insights - The year 2024 marks the first year of profitability for Xindong after three consecutive years of losses, driven by the success of self-developed new games like "Departure Muffin" and "Xindong Town," along with the earlier overseas launch of "Lily of the Valley" [1] - The company has adopted a more focused approach this year, emphasizing the release of the turn-based strategy card RPG "Etheria: Restart," which supports multi-platform play [1][3] Game Performance - "Etheria: Restart" launched internationally in June, generating a revenue of 69.33 million yuan in its first month, excluding PC data [3][19] - The game was released in six major East Asian T1 markets on September 25, achieving a revenue of 37.1 million yuan within 12 days, slightly surpassing the international version's performance [6][15] - As of October 9, the game maintained strong rankings in the iOS free and revenue charts across various East Asian markets, with notable positions in Taiwan, Hong Kong, and Japan [9][11] Market Trends - The game has shown a cumulative download of approximately 1.435 million in the new markets, with significant contributions from China, Taiwan, and Japan [13] - The daily revenue peaked at 4.06 million yuan shortly after launch but has since stabilized around 2.8 million yuan [15] - The average revenue per download (RPD) reached 27.6 yuan, slightly lower than the international version's 34.5 yuan [15] Long-term Outlook - The international version of "Etheria: Restart" has demonstrated stable monthly revenue of around 10 million yuan after four months, indicating potential for long-term operation [16][23] - The company plans to enhance its esports ecosystem, aiming to establish "the first IP in turn-based esports," with various tournaments already held and more planned for the future [25][27] Financial Performance - Xindong's financial report for the first half of the year shows significant growth, with total revenue reaching 3.08 billion yuan, a 38.8% increase year-on-year [36] - The top five revenue-generating games include "Departure Muffin" and "Xindong Town," indicating a shift towards newer titles contributing to overall revenue [38]
《黑色信标》新版本延迟五十天,今年二游集体进入压抑期?
3 6 Ke· 2025-08-27 02:52
Core Viewpoint - The article discusses the challenges faced by the game "Black Beacon" and the broader implications for the mobile gaming industry, particularly in the context of a declining market and the difficulties of new game development. Group 1: Company Challenges - "Black Beacon" has faced significant delays in version updates, with the latest announcement pushing the end of version 1.2 to October 14, a delay of 50 days [3] - The company has experienced a relocation of its headquarters, which has led to speculation about potential downsizing and operational difficulties [4] - Technical challenges have hindered the development of "Black Beacon," with reports indicating that the dual perspective design and complex gameplay mechanics have extended the development cycle by 30% [8][9] Group 2: Market Conditions - The mobile gaming market has seen a decline, with a reported 8% drop in actual sales revenue in the first half of 2025 compared to the previous year [12] - The number of new games in the mobile gaming sector has decreased by nearly 40% from peak levels, indicating a stagnation in innovation and new product launches [14] - The market is characterized by a "frozen" state, where older games maintain player engagement through continuous updates, while new games struggle to gain traction due to high technical demands and market pressures [15][17] Group 3: Industry Trends - The article highlights a growing divide between large developers and smaller teams, with larger companies taking on the responsibility for innovation, which may lead to a concentration of resources and potential stagnation in creativity [21] - There is a notable trend of nostalgia among players, with older games like "FGO" and "Arknights" continuing to perform well, while new titles face challenges in capturing player interest [15][17] - The industry is witnessing a restructuring, with opportunities for smaller teams to find niches in the market, despite the overall competitive landscape becoming more intense [21]