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SensorTower:2025年迄今PC/主机游戏下载量已超10亿次 Steam平台全年收入有望突破120亿美元
智通财经网· 2025-09-17 02:53
Group 1 - In 2025, PC/console game downloads are expected to exceed 1 billion, with Steam holding the largest market share due to its dominance on the PC platform [1] - Steam's game purchase revenue is projected to grow by 15% compared to the same period in 2024, potentially surpassing $12 billion by the end of the year [3] - Action games (262 million downloads), shooting games (189 million downloads), and role-playing games (131 million downloads) are the most popular genres among PC/console players in 2025 [5] Group 2 - Electronic Arts (EA) is currently the highest download publisher, benefiting from sports and IP game series, as well as collaborations like "Split Fiction" and "It Takes Two" [8] - Microsoft and Sony rank second and third respectively, with Sony's content performing better on PlayStation and Microsoft's content being more popular on Xbox, largely due to the integration with Game Pass [8] - Notable games include "Marvel Rivals" by NetEase, which is the most downloaded PC/console game this year, and Kepler Interactive's "Clair Obscur: Expedition 33" and "REMATCH" gaining significant traction [11] Group 3 - In the AAA game sector, sports games like "EA SPORTS FC 25" and "NBA 2K25" continue to dominate, while the action RPG "Monster Hunter Wilds" also performs strongly [14] - The AA game "Clair Obscur: Expedition 33" has received critical acclaim and surpassed "NBA 2K25" in downloads [14] - The independent game "R.E.P.O." has the highest sales, reflecting its popularity in content creation circles, while the second-ranked independent game "Schedule I" achieved comparable download performance at double the price [14]
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 ...
不到10人研发,流水几个亿:小团队爆款越来越多了?
3 6 Ke· 2025-07-31 11:06
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? 01 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年到2025年内,Steam上的小团队爆款就不下15 款。 今年上半年,《R.E.P.O.》是最大的一匹黑马,它由3人初创工作室semiwork开发,根据SteamBD数据,这款游戏上线2周就收获超6000万元的流水,目前 总销量已经在1000万套上下,以此计算的总流水约5.8亿元。游戏的同时在线人数峰值更是达到27万,上线时把《怪猎荒野》和《双影奇境》的风头抢了 个干净。 紧接着单人开发的"制药"模拟器《Schedu ...
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]