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Girls' Frontline 2: Exilium Day-25 Revenue Barely Beats Launch — Compared Unfavorably to Neural Cloud, While Monopoly Event Gets Roasted to Oblivion

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Just 25 days after launch, the revenue numbers are already raising red flags — and the community's verdict is "extremely dangerous."

The OP (original poster) pulled no punches: revenue barely ticked above launch-day levels, a marginal uptick that's practically invisible. For a gacha game that's supposed to still be riding the launch hype wave, this is essentially dancing on the edge of a cliff.

So what drove players away in droves? The answer: the game's very first limited-time event. One seething player unleashed what might be the longest rage-rant in the entire thread. The event is essentially Monopoly meets a board game — you roll dice at the start, and if you roll 1-4, you can't even leave the starting tile. No reroll mechanic. Pure RNG. The board is crawling with enemies, auto-battle is braindead useless, and each run takes 30 minutes to an hour of manual play. Here's the kicker: no matter how much you've invested or how strong your team is, if the dice keep rolling low, even dropping ¥30,000 (roughly $4,000) won't save you — just restart. Worse, rewards are tied to your performance, so after finally escaping this digital prison, you might find you didn't collect all the materials and have to go back in. The player's closing statement was a masterclass in savage sarcasm: "The designer of this mode should imagine their loved one's cremation requiring six consecutive dice rolls that aren't all 1s before the staff pushes the coffin into the furnace" — absolutely nuclear.

Naturally, the comment section erupted with all flavors of cope and roasting. "Well, it DID go up, didn't it?" said one, technically correct while clearly holding back tears. Another went for the throat: "Anyone willing to whale on THIS story, THESE rewards, THIS gameplay — that's just a mutual suicide pact between devs and players." Others were genuinely baffled: "Who the hell is still spending money?" and "People actually pulled for a character nicknamed 'Secondhand Smoke'?" — pure bewilderment at the remaining paying players.

Multiple commenters drew comparisons to the franchise's predecessor, Neural Cloud (少女前线:云图计划). By the numbers, Neural Cloud pulled in around 400K daily revenue in its first few days — a benchmark Girls' Frontline 2 can't even match during what should be its peak period. One commenter dropped a "fun fact: Neural Cloud's revenue halved in its second month," and another piled on: "It didn't just halve once — Neural Cloud halved for six consecutive months straight, bottoming out at just over 2 million by Chinese New Year." The implication is clear: GFL2's baseline is already lower than Neural Cloud's was, so the cliff ahead is steeper.

Players also dissected the spending psychology: "Whales probably came in for the character models without caring about the story, just to try it out — but most got walled by the level 26 gate and the absolutely unhinged event design." In other words, the typical gacha playbook of using a limited banner to drive revenue got completely sabotaged by the rage-inducing first event. The community's bottom line? "Dropping faster than Neural Cloud" and "a cash-grab-then-run scheme." As for what happens next, the consensus is ominous — watch the Day-26 data. If it starts declining, "you might as well bury it."

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