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At least someone is doing great: #Roblox shared some of their stats:

- DAU (Daily Active Users): 79.5 million, of which 46.4 million (58.4%) are over 13 years old, 32.4 million (40.8%) are 13 or younger, and for 0.7 million, the age couldn't be determined.
- Audience growth: Over the year, the DAU for the 13+ audience grew by 10 million, and the 13 or younger audience grew by 4.2 million.
- Interestingly, until about 2023, Roblox provided a more detailed age breakdown, not just for those 13 years old.

Why is the age "13 years" important?
The age threshold of "13 years" is taken from the COPPA (Children's Online Privacy Protection Act) in the USA, which restricts the collection of personal information from children under 13 without parental consent. Approximately a quarter of Roblox's audience is in the USA, making compliance with this law critically important. In 2022, Epic Games paid a fine of $275 million for violating this law.

#Laws #Infographics
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Brawl Stars is doing good, their monthly revenue increased by 500% (from $9M to $57M)

How did they achieve this in one year?

Here are the key updates that made a massive impact:

1. Goal Setting and Engagement Mechanics
โ€ข Double Starr Drops
โ€ข Brawl Together
โ€ข Trophy League

2. Awesome Battle Passes
โ€ข Packed with cool rewards and collabs

3. Diversified Gameplay with new PVP and PVE events:
โ€ข Wipeout 5v5
โ€ข Trophy Escape
โ€ข Knockout 5v5

VIA Anton Slashcev

#BrawlStars #MobileGames #Analytics #Infographics #LiveOps #Monetization
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Yep, something like that

#AI@GameDEV
#Infographics@GameDEV
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Game Industry Revenue. Pay attention, that these numbers are not adjusted for inflation. For example, $40B in 1982 is about $131B today.

#Infographics@GameDEV
#Business@GameDEV
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๐Ÿญ. ๐—ž๐—ฒ๐˜† ๐— ๐—ฒ๐˜๐—ฟ๐—ถ๐—ฐ๐˜€

โ€ข Total downloads hit 53.9B (+0.5% YoY).
โ€ข In-app purchase (IAP) revenue climbed to $58.9B (+2.9% YoY).
โ€ข The average revenue per download (RPD) was $1.17.

๐Ÿฎ. ๐— ๐—ผ๐˜€๐˜ ๐—ป๐—ผ๐˜๐—ฎ๐—ฏ๐—น๐—ฒ ๐—ป๐—ฒ๐˜„ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ผ๐—ณ ๐Ÿฎ๐Ÿฌ๐Ÿฎ๐Ÿฐ:
โ€ข My Supermarket Simulator 3D: 64M downloads, $3.6M IAP revenue.
โ€ข Squad Busters: 46.1M downloads, $61M IAP revenue.
โ€ข Screw Puzzle: 45M downloads, $5.3M IAP revenue.
โ€ข Pokemon TCG Pocket: 35M downloads, $160.1M IAP revenue.
โ€ข Capybara GO: 14.1M downloads, $52M IAP revenue.

๐Ÿฏ. ๐—ก๐—ฒ๐˜„ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ผ๐˜ƒ๐—ฒ๐—ฟ๐—ฎ๐—น๐—น:
โ€ข 23,095 new games launched.
โ€ข New games brought in $3.43B in IAP net revenue (5% of total revenue).
โ€ข They accounted for 5.57B downloads (9.7% of total downloads).
โ€ข Success rate: ยฑ1.3% (measured as games earning $1M+ in IAP revenue).

๐Ÿฐ. ๐—ง๐—ผ๐—ฝ ๐—ด๐—ฟ๐—ผ๐˜„๐—ถ๐—ป๐—ด ๐—ด๐—ฒ๐—ป๐—ฟ๐—ฒ๐˜€:
โ€ข Match 3D: +46%, $300M.
โ€ข Visual Novels: +48%, $615M.
โ€ข Merge: +55%, $1.1B.
โ€ข Casual Casino: +82%, $2.8B.
โ€ข Action/Brawl: +131%, $832M.

#Infographics@GameDEV
#MobileGames@GameDEV
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That's a good one (I'd still question 3, 7, 8, and 9).

#GameDesign@GameDEV
#Infographics@GameDEV
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The most important infographics of 2024!

#Layoffs@GameDEV
#Infographics@GameDEV
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Epic Games decided to make Year in Review, but instead of a personal one they shared it for the whole store.

Oddly enough, Steam outperforms EGS even in active users numbers. Free games are not enough to make people actually play them. Mobile stores are also just kicking in.

#EpicSrore@GameDEV
#Infographics@GameDEV
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Some interesting numbers to highlight changes in the game industry ๐Ÿคฏ

#Infographics@GameDEV
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GameDev Pulse
This time AMD made the first official price announcement in China: the 9070 XT is aiming for 4999ยฅ which is $690 and much lower than the 5070 Ti MSRP of 6199ยฅ. If the same $165 difference remains for the global pricing and the initial benchmarks will be goodโ€ฆ
It seems that people still believe that they mean something to NVIDIA: well, check the chart โ€” their B2B AI hardware is insanely more profitable!

(They have a little odd naming of Financial Years, the FY25 Q4 just ended, which means all this is accurate current data, not predictions).

#NVIDIA@GameDEV
#Infographics@GameDEV
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There are 18000+ games released on Steam last year and the majority of them earned nothing.

Moreover: the number of games that earned over $100K actually decreased!

#Steam@GameDEV
#Infographics@GameDEV
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The Witcher 3 and Cyberpunk 2077 sales data from CDPR:

โ€” Both games were mostly sold digitally
โ€” PC is the major platform for Cyberpunk
โ€” TW3 Switch port was a huge success
โ€” Africa and LATAM are broke

#Infographics@GameDEV
#TheWitcher@GameDEV
#Cyberpunk@GameDEV
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Oddly enough, Turbine analytics suggest that Steam releases are generally less successful. During the last couple of years a lot of small teams shifted from Mobile to Steam, hoping to cash-out, but it cause a significant increase in total released games numbers (12K 2022, 14K '23, and 19K in 2024).

But it's also worth mentioning that the majority of Steam games have cheaper marketing and overall costs per project, which means, even $250K IMO should be considered a success for the majority of them.

In general, I'd say that these markets can't and shouldn't be compared so directly without proper context and adjustments between costs, terms, and then profits.

From LN

#Infographics@GameDEV
#MobileGames@GameDEV
#Steam@GameDEV
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Well, here's the analytics for REAL GAME DEVELOPERS: the fastest growing Roblox games!

#Roblox@GameDEV
#Sandbox@GameDEV
#Infographics@GameDEV
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By Jon Hanson

PS. I hate AI illustrations in this PDF, and it would be five times better without them. But the idea that you can often predict success is true.

#IndieGames@GameDEV
#Infographics@GameDEV
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Analytics from BF6 wishlists: way more fans of Battlefield 6 played Call of Duty than BF2042.

#Battlefield@GameDEV
#Infographics@GameDEV
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