
When a game's revenue is so bad just 10 days after launch that players compare the copium to 'eating too many potato flowers' (马铃薯花吃多了 — a slang for delusional optimism), you know things have gone sideways. Girls' Frontline 2: Exilium (少前2:追放) just had its post-launch revenue data dragged into the spotlight, and it's not pretty.

Based on the revenue chart posted by players, GFL2's December performance was nothing short of a cliff-dive. The data was notably cut off at December 27th, and players were quick to point out that including just one or two more days would have revealed an even more devastating visual — because revenue apparently went into freefall starting December 31st.

The original poster's title cuts straight to the bone: 'Still satisfied with this? Must have eaten too many potato flowers' — essentially the Chinese gaming community's way of saying 'are you high on copium or what?'
The comment section immediately turned into a roast session. One player sarcastically listed the GFL2 defenders' greatest hits: 'Type 95 is a throwaway character, beta refunds were too generous, 8x PC revenue multiplier, no monetization hook, even F2P players cleared everything.' Another player piled on: '8x? More like 10x! Just keep multiplying!' — a savage dig at how the PC platform revenue figures are conveniently unverifiable.


Some players went further, claiming the revenue figures are all 'self-inflated' (自充 — a term for developers artificially boosting their own revenue numbers), complete with screenshot 'evidence.' Others pushed back on this narrative, arguing that the real joke is how the data conveniently stops at the 27th: 'one or two more days and the mask slips off entirely' — why keep parroting self-top-up theories when the cliff-dive itself is the punchline?

Regarding just how dire things are, one commenter nailed it: gacha games typically show post-launch revenue volatility after running for a long time, but GFL2's chart 'doesn't look like a new game at all.' Another added salt to the wound: 'Daily revenue is under ¥50K now — even after another month it still won't match other games' totals.'
The rumored ¥1 billion investment also became a punchline. One player lamented 'a billion yuan and THIS is what we get? Total write-off.' Others tried to inject hope with 'revenue will bounce back after Chinese New Year' — but in context, it read more as pure sarcasm than genuine optimism.
Download numbers are equally grim. Despite heavy spending on splash-screen app ads, players noted that GFL2 'fell out of the overall download charts within a week of launch.' Even the ML (Master Love — a gacha design philosophy where characters are romantically devoted to the player) approach targeting male otaku audiences couldn't turn the tide.
The 'black box' issue around PC platform revenue keeps fueling controversy. Players mocked the so-called '8x PC revenue multiplier' — since PC data isn't transparent, the studio can claim whatever number they want and nobody can fact-check it.

Amid the sea of mockery, one player captured the NGA community's collective mood perfectly: 'GFL2 gives me my daily dose of entertainment. Thank you, Yu Zhong (羽中).' Indeed, GFL2 has earned a brand new nickname on NGA — 'Entertainment Frontline 2' (乐子前线2) — and MICA Team's producer Yu Zhong has become the undisputed main character of this entire spectacle.
The thread wraps up with one worried soul predicting new character releases will be 'even more explosive,' while another calculates that '¥14 million might last half a year — as long as Wa-chan (a beloved character) launches her attack, everything will be fine.' But then comes the final blow: 'Wait, downloads fell out of the charts within a week of launch? Never mind then.'
评论 (0)
暂无评论,来说两句吧! 🍉