
It's that time of the month again in the gacha gaming community — "Revenue Judgment Day." As soon as January's revenue data dropped, the NGA forum exploded. Some users waved the charts like victory banners, others quietly mourned, and a few were already mentally preparing for next month's inevitable nosedive.
The original poster simply said "just released" and dropped a massive batch of revenue chart screenshots, setting off a firestorm of discussion.

Commenters immediately piled on with even more detailed data covering platform-specific rankings and coefficient estimates.





More dimensions of data were quickly shared, including monthly trends and cross-platform comparisons.








Unsurprisingly, the biggest talking point was Girls' Frontline 2: Exilium (少女前线2:追放). Insiders and data trackers reportedly placed its January mobile revenue in the ¥60-80 million range — a number that left many users in disbelief. The game's initial launch projections were reportedly ¥150 million and up, with the break-even line also said to be around ¥150 million. These numbers mean roughly half of the expected revenue evaporated, a dismal result by any measure.
One user quipped, "¥60-80 million — so THIS is what gave Yu Zhong the confidence to never back down?" — "Yu Zhong" (羽中) referring to Huang Chong, the head of Sunborn Games, who had been embroiled in internal power struggles and various controversies. His tough-guy stance now seems laughable in the face of such underwhelming numbers. Another commenter added: "Break-even was ¥150 million, and ¥300 million would've been a mega-hit" — implying the current figures can't even cover costs, let alone dream of a blockbuster.
An even more scorching take read: "Yu Zhong used his own performance to put a full stop to the internal strife. Now we finally know what Bailong saw back then that was so unspeakable." This cryptic remark alludes to earlier management shakeups within Sunborn, with "Bailong" (白龙) apparently referring to a former core team member — suggesting the project's problems had been visible from within long before the public caught on.
Beyond the GFL2 debacle, the PC platform revenue multiplier (a coefficient used to estimate total PC revenue from partial data) also became a lightning rod for criticism. One user questioned a reported 0.7-0.9x PC multiplier, saying "they really had the nerve to publish that," while another shot back "be grateful it's not 8x" — implying these multipliers are wildly inflated and unreliable. Someone even raised a pointed double-standard question: "Why does GFL2 get a PC multiplier but NIKKE doesn't?" Such inconsistency further eroded whatever credibility the revenue rankings had left.
The comments section continued to be flooded with additional data charts, underscoring just how heated this monthly revenue battle had become.










Amid the spectacle, one particularly poignant comment stood out: "Honestly, it's kind of heartbreaking to think about. Three years ago, GFL2 was hyped as THE flagship gacha game for the post-Genshin era, while Honkai: Star Rail was dismissed as just 'a side project before Honkai Impact 4th.' When news broke that it would be turn-based, people wrote it off entirely. Yet here we are — the contrast between how the two launched is almost comical." This perfectly captured the dramatic irony of GFL2's trajectory: once the great hope of the "post-Genshin" generation, now getting absolutely crushed in revenue by a game that was written off as a throwaway side project. One of the most ironic narratives in recent gacha gaming history.
On other games, users noted that "PNC's (云图) iOS revenue hit ¥97 million — congrats, the gacha skin strategy worked," while continued skepticism surrounded the so-called "Guansheng" (观圣) data source — a popular revenue tracker whose methodology for calculating coefficients remained murky. One commenter even cracked that "GFL2 still has room to drop, while Mihoyo's coefficient still has room to rise" — a barbed observation suggesting that struggling games keep getting worse while the methodology for estimating top-performers' revenue keeps getting more generous.
And of course, some users were already looking ahead to next month's "financial entertainment program": "Done watching, leaving satisfied. I'm sure Yu Zhong is satisfied too, right? Looking forward to seeing that beautiful revenue cliff-diving next month." The sarcasm was thick — the implication being that with the current trajectory, February's numbers could only get worse.
In summary, January's gacha revenue data once again confirmed a brutal reality: a game that stumbles out of the gate faces an almost impossible uphill battle to recover. And the ongoing controversy over revenue estimation coefficients means these "monthly charts" should be taken with a generous grain of salt. See you all same time next month — it's only going to get more entertaining.
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