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Wuthering Waves Day-1 Mobile Revenue Allegedly Bombs Despite ¥500M Marketing Spend — Community Goes Full Meltdown

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A brand-new anime open-world game that reportedly burned through ¥500M (about $70M USD) in marketing — and its Day-1 mobile revenue allegedly bombed. This is a plot twist nobody saw coming.

On May 24, 2024, Wuthering Waves (鸣潮) officially launched. But when third-party revenue trackers like Qimai (七麦) published their first-day iOS revenue estimates, the community collectively went "wait, WHAT?!" The original poster shared screenshots showing that Wuthering Waves' Day-1 mobile revenue was shockingly low — potentially even worse than Girls' Frontline 2: Exilium (少前2:追放), a game that had infamously self-destructed at launch. The OP later added ranking screenshots and sheepishly admitted, "looks like I jumped the gun."

The comment section erupted instantly. One user quipped, "Did a game actually manage to perform WORSE than GFL2, the biggest gacha disaster in recent memory? If this holds up in a few days, we're witnessing history." Cooler heads pointed out that "Qimai sometimes revises revenue data on Day 2 — let's hold off on the copium." After all, GFL2's revenue had been revised once before, so a data correction isn't out of the question.

But the real fuel on the fire was a direct comparison screenshot. Someone pulled up GFL2's "Maid" banner revenue and laid out the brutal math: GFL2 reportedly spent ~¥170M on marketing, while Wuthering Waves splashed out ¥500M — nearly three times the budget, for what looks like lower Day-1 mobile revenue. That's... not a great look.

The debate over WHY the revenue is so low quickly devolved into the classic "male vs. female characters" war. One commenter put it bluntly: "GFL2 at least had an all-female roster on the surface. Wuthering Waves launched with a literal furry dude and some off-putting male characters — who's gonna swipe for that?" Another noted that GFL2's launch character Type 95 was "pretty, strong, and a guaranteed pull for casual players who didn't know about the story drama yet." A group chat anecdote drove the point home: "My buddy literally spends money the moment he sees waifu bait, but WuWa's got male characters front and center — how's that supposed to open wallets?"

Of course, not everyone was doomposting. Some pointed out that "there's also PC and overseas revenue — let's not be too dramatic here," reminding everyone that mobile-only numbers don't tell the full story. Veterans also cautioned that "GFL2's launch ranking wasn't actually that impressive either — we can pop the champagne, but let's not overdo it."

The most legendary take came from Floor 18, a perfect meta-commentary on gacha community double standards: when Qimai numbers match what you want to see, the algorithm is "accurate, reliable, and the model is flawless." When the numbers go against your narrative? Qimai is "trash, garbage, and nothing but artificial stupidity." This copypasta is basically the universal template for any revenue debate on NGA — works for every game, every patch, every timeline.

As of the original post, the OP has edited in a caveat that the Day-1 figures might not be accurate and could change. But the community war over Wuthering Waves' launch performance is clearly just getting started. A ¥500M marketing budget versus allegedly dead-on-arrival mobile revenue — that combo alone is spicy enough. The next few days, as Qimai finalizes its numbers, will likely determine which side gets to say "I told you so."

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