《Schedule I》

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不到10人研发,流水几个亿:小团队爆款越来越多了?
创业邦· 2025-08-02 03:13
以下文章来源于游戏葡萄 ,作者游戏葡萄君 游戏葡萄 . 有前瞻、有判断。投稿与合作:hi@youxiputao.com 来源丨游戏葡萄 (ID: youxiputao ) 作者丨 依光流 发售一个多月,合作爬山游戏《PEAK》的销量已经来到520万(首月官宣销量500万,后续数据参考 第三方平台VG Insights预估值),它的总销售额也达到4150万美金,约3亿元。当然考虑低价区和 首发折扣,实际销售额会低一些。 不过今天要聊的不是《PEAK》这一匹黑马,而是与之相似的一大批黑马。比如今年上半年,除了 《PEAK》Steam上的小成本爆款还有同样名声大噪的《Schedule I》与《R.E.P.O.》,以及闷声大 发财的《掘地求财》和低调多年一举爆发的《DELTARUNE》。 可以说,"单人开发"、"小团队开发"的爆款一直都存在,近两年随着国内对Steam市场的关注加深, 这些爆款也越来越被国内熟知。那么问题来了,这些小团队爆款为什么能成?它们之间有什么共性? 国内做不做得出来? 小团队爆款,到底有多少? 我们以开发团队在10人左右(越少越好),作为"小团队爆款"的筛选条件。简单回顾一下,能看到 2024 ...
2025上半年游戏行业杂谈:电梯到顶了
虎嗅APP· 2025-07-27 02:59
Core Insights - The first half of 2025 is marked by contradictions in the gaming industry, reflecting a significant shift from previous years characterized by economic cycles and market dynamics [4][6] - The gaming industry is experiencing a dual challenge of macroeconomic fluctuations and structural changes within the industry itself, leading to heightened anxiety among industry professionals [6][7] - The traditional AAA gaming model is undergoing a transformation, with rising development costs and a need for long-term operational strategies [10][12][13] Group 1: Industry Trends - The gaming industry is witnessing a polarization trend in the domestic market, with a shift towards "quick and fast" games and a resurgence of high-quality PC games during downturns [4] - The AAA gaming model is becoming unsustainable, with development costs reaching approximately $300 million, necessitating layoffs and studio closures as companies seek cost-cutting measures [10][11] - The rise of independent games is creating opportunities for smaller teams to thrive, as they capitalize on market gaps left by larger studios [5][13] Group 2: Investment and Financing - The capital flow in the gaming industry is drying up, forcing 2A and independent game teams to compress costs and adapt to a new funding landscape [13][14] - New investment models are emerging, combining early-stage funding with publishing capabilities to mitigate risks associated with early investments [14][16] - The shift towards project-based collaboration is becoming more prevalent, allowing developers to focus on game creation without the burden of long-term company operations [15][16] Group 3: Domestic vs. Overseas Markets - The gaming markets in China and overseas are diverging, with distinct consumer habits and cultural preferences influencing game design and monetization strategies [20][25] - Chinese players exhibit different spending behaviors compared to Western players, particularly in genres like match-3 games, where monetization remains low despite high engagement [25][26] - The gaming industry must adapt to these regional differences, as the traditional "West learns from East" approach is no longer sufficient [31] Group 4: Game Development and Innovation - The focus on core gameplay mechanics and player experience is becoming increasingly important, as developers seek to create games that resonate with modern players' expectations [48][51] - The industry is moving towards a model that emphasizes creating new demands rather than merely fulfilling existing ones, requiring a shift in project planning and execution [51] - The exploration of new gameplay styles, such as the integration of survival and crafting elements, is ongoing, but clarity in defining game genres is essential for success [41][44]