明末:渊虚之羽

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国产3A游戏《明末:渊虚之羽》登上Steam全球热销榜
news flash· 2025-07-22 00:07
Core Insights - The domestic AAA game "Mingmo: Yuanshu Zhi Yu" has reached the second position on the Steam global sales chart, excluding free games and Steam Deck, ranking only behind the independent game "PEAK" [1] Group 1: Game Performance - "Mingmo: Yuanshu Zhi Yu" is currently available for pre-order at HK$ 298.00 [2] - The game has seen an increase in sales, with a notable rise of 88 positions in the rankings [2] Group 2: Market Context - The current top-selling games on Steam include "Counter-Strike 2" (free to play), "Steam Deck," and "Warframe" (free to play), indicating a competitive market landscape [2] - "PEAK," the only game above "Mingmo: Yuanshu Zhi Yu," is priced at HK$ 48.00 and has experienced a decrease in its ranking by 2 positions [2]
腾讯莉莉丝鹰角库洛带头:一轮多达59款产品的“狂轰乱炸”来了
3 6 Ke· 2025-07-09 02:16
Core Insights - The summer game release schedule for 2025 is less competitive compared to previous years, with fewer standout titles expected to dominate the market [1] - A significant trend in the gaming industry for 2024 is a reduction in R&D spending, with approximately 67.6% of listed game companies cutting their development budgets by an average of 20.79% year-on-year [1] - Despite the reduced competition, there are still several promising titles in the 2025 summer lineup that have the potential to become hits [1] Industry Trends - The gaming industry is experiencing a "development contraction" trend, leading to reduced R&D expenditures among companies [1] - The impact of this contraction on the market is expected to have a delayed effect, suggesting that the current lineup may still yield successful titles despite the overall trend [1] Upcoming Titles - Notable titles for the 2025 summer release include: - "解限机" by 西山居, which has already shown strong performance with over 130,000 concurrent players on its launch day [5] - "远光84" by 莉莉丝, which aims to innovate within the shooting genre with new gameplay mechanics [10] - "碳碳岛" by 腾讯游戏, a low-carbon environmental management game that emphasizes educational elements [12] - "明末:渊虚之羽" by 灵泽科技, anticipated to be a leading title in the single-player market [19] Market Dynamics - The competitive landscape is shifting, with major companies like 腾讯 and 网易 adopting more conservative strategies in their game releases for 2025 [16][24] - The industry is witnessing a potential stagnation in gameplay innovation, as companies focus on refining existing concepts rather than introducing groundbreaking new ideas [47] - There is a growing interest in exploring new game genres and mechanics, particularly in response to the evolving demands of players and the influence of AI technology [47]
顶流集结!微博游戏动漫展点燃五一跨次元热潮
Xin Lang Ke Ji· 2025-05-06 09:36
Core Insights - The first Weibo ACG World (WAW) was held from May 3 to May 5 in Beijing, attracting over 68,000 attendees, with nearly 80% from northern regions and 77% under 30 years old [1][9] - The event featured over 100 popular esports teams, players, game streamers, and artists, showcasing more than 150 popular game, esports, and anime IPs, creating a vibrant atmosphere for ACG enthusiasts [1][2][4] - The event generated significant online engagement, with a total reading volume of 2.45 billion and 9.5 million interactions on Weibo, along with 87 trending topics [1][7] Event Highlights - WAW included four themed exhibition halls, offering a one-stop celebration of games, esports, and anime, with over 30 exciting activities that allowed fans to interact with their favorite characters [2][4] - The event featured notable appearances from popular groups and characters, including the six-year anniversary celebration of the "Infinite King Team" and a large cosplay parade from "Jian Wang 3" [2][4][5] - Exclusive game demos, such as the first offline trial of the domestic AAA game "Mingmo: Yuanshu Yu," were well-received, with fans expressing satisfaction despite long wait times [4][10] Industry Impact - The event showcased the growing ACG ecosystem on Weibo, with 666 game IPs and over 3,600 top accounts in the anime sector, indicating a robust community and resource base [9][12] - WAW aimed to establish a benchmark for northern game and anime exhibitions, enhancing offline engagement for ACG culture and facilitating a closed-loop fan operation model [10][12] - The collaboration with partners like Maoyan Entertainment for ticket sales and marketing demonstrated a successful integration of online and offline experiences, contributing to the cultural consumption landscape in the region [10][12]