
Just two months after launch, Girls' Frontline 2 (少前2) has already taken the elevator down — and the cable might've snapped. According to revenue tracking data from '二观' (ErGuan, a popular Chinese gacha game revenue analyst), GFL2's January revenue clocked in at only 37.5%–37.68% of December's total. At the high end, that's a 62.32% monthly decline. For a game that launched on December 21, 2023, this is practically the textbook definition of 'peaked at launch.'

But here's where it gets truly brutal — the calendar tells a much worse story. User theMelonEater pointed out: 'Potato 2 launched on 12/21. Now 30 days can't match 10 days of launch revenue. Do the math on daily averages — December's daily peak was 880 (万), January's daily average was 108. That's an 85%+ drop.' December only had 10 days of sales data, while January had a full 31 days — over three times as many days, yet the total revenue barely scraped a third of the launch month. The daily burn rate essentially got kneecapped.


Beyond the dismal mobile numbers, the comment section erupted into a heated debate over ErGuan's PC revenue multipliers. Many players questioned the methodology — Android gets a 1.7x multiplier and PC goes up to 2.4x over iOS? 'How are these PC coefficients even calculated? Is the global PC market really big enough for all these games to split?' one top-voted comment asked. Another player went full Dragon Ball Z on the math: 'I still don't understand how Android gets a 1.7x Kaio-ken (界王拳) multiplier. These are already estimates, and then you stack the PC coefficient on top of the Android+iOS total? They've mastered the art of statistics. Just hit me with a 4x Kamehameha and end Vegeta already.' The 'Kaio-ken' metaphor — borrowed from Dragon Ball — is Chinese gaming slang for suspiciously inflated revenue multipliers.
The comparison game was even more humiliating. One player noted that 'GFL2's revenue is actually lower than Intersecting Frontline (交错战线)' — a relatively obscure gacha game with far less brand recognition than the Girls' Frontline IP. Being compared to it is basically an insult. The comment section was in full popcorn mode: 'This month it's 20M (RMB). Once they open Korean, Japanese, and English servers, it'll be 80M! 2.66M per day, going strong! Director Chong and Sister Star have plenty of resources to outlast you haters!' — a sarcastic jab at GFL2's producer 羽中 (Huang Chong, nicknamed '翀割') and the game's previous claims of having 'plenty of time and resources to outlast the haters.'
A few voices urged patience — 'Hope they're genuinely learning and reflecting, not scheming more tricks' — only to be immediately shut down with 'Reflection: strengthen community management (社管).' In NGA parlance, '社管' (shè guǎn) refers to the practice of suppressing negative discussion through post deletions, comment censorship, and account bans — and it's become the most toxic label any developer can carry in Chinese gaming circles. Another comment dug into the financial reality: iOS takes a 30% cut, Android at least 50%, corporate tax is 20-25%, plus offshore taxes on overseas revenue (including their Cloud Server title). Add in the fact that most promotional partnerships from December have expired, and 'Director Chong should be sweating bullets right now.'
All in all, GFL2's January revenue data didn't spark sympathy in the community — it sparked schadenfreude. A cliff-dive just two months post-launch, compounded by a long track record of PR disasters and controversial operations, has the playerbase firmly in 'told you so' mode. As one commenter put it: 'How much can they even whale on Blue Archive anyway?' — implying the devs have already shifted to milking the remaining playerbase. The Girls' Frontline franchise's road ahead looks like a long, rough one.
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