
Two months post-launch, four login events, and a returnee campaign after just one month — Girls' Frontline 2's (少前2) latest moves have the NGA community collectively losing their minds. Just how badly is this game hemorrhaging players?
Here's what happened: In February 2024, a player posted on NGA with screenshots showing four separate login check-in events within just two months of GFL2's launch. Login events themselves aren't unusual in the gacha space, but running four in two months — each lasting only seven days instead of the standard two weeks — is a whole different level of desperate. As one commenter noted: 'Spring Festival check-ins aren't really drama on their own — lots of games do those. But everyone else runs two-week events, not two separate seven-day ones that scream "we're panicking." Did they fire the UI designer or something?'




What really set the community on fire was a user's open-source data analysis — estimating GFL2's active player count at roughly 250K, backed by a data screenshot. When skeptics questioned the methodology ('You're not basing this on video views and chat comments, are you?'), the analyst fired back: 'Actually, yes — and that's including a ton of trolls and old-timers from the original game hanging around. Honestly, 250K might even be generous.'

One player summed it up perfectly: 'Imagine a gacha game that launched a returnee campaign after ONE month and ran FOUR login events in TWO months.' Login rewards giving free 10-pulls already sit at the bottom of the gacha community's respect hierarchy, and GFL2 decided to spam them. Players started calling it a 'check-in simulator — they built a game on top of a login screen.'
Beyond the login event spam, commenters dug into even deeper monetization issues. A player revealed that the game has a core character upgrade material called '基原信息核' (basic info cores, nicknamed 'holy relics' 舍利子 by the community) that's absolutely essential for progression but absurdly scarce through normal play. Conveniently, the in-game shop sells a 'max out one character' bundle for 60 yuan per purchase, with 360 yuan needed to fully max a unit. As the poster put it: 'A 6+6+6 p2w structure — and people actually play this?'
On the content output front, GFL2 is getting absolutely bodied by competitors like NIKKE. Players pointed out that NIKKE runs small events every 14 days and major events every 21 days, delivering two story events per month like clockwork. GFL2, meanwhile, barely manages one 'optimized' update per month — a claim that was immediately roasted: 'Optimized? More like bare-bones!' 'They delivered a frame, not a feature!'
Some players tried to be fair, noting that Arknights (明日方舟) also ran plenty of login events at launch due to low content capacity. But most felt GFL2's situation was far worse — the game launched at light speed after its fourth closed beta stirred massive controversy, and the final product was essentially the same unmodified mess. The root problem is a lack of production capacity, full stop.
As it stands, GFL2 appears trapped in a vicious cycle: terrible retention → desperate login spam → players realize there's no real content → even worse retention. Whether the 250K figure is accurate, only the devs truly know. But when a game opens returnee rewards just one month after launch, the numbers don't need to be precise to paint a grim picture.
评论 (0)
暂无评论,来说两句吧! 🍉