Last year, a lot of games in the “battle royale” genre were released on Steam. However, most were unable to keep an active audience after the launch.
According to the analytical service GitHyp, which tracks the activity of players on the Valve platform, in 2018 only one battle royale was able to increase online. Everyone else just lost.
PlayerUnknown’s Battleground Lost 68% Online
The more popular Fortnite became, the less PUBG was in demand.
If at the beginning of the year the online title was 1.6 million, by the end of the year it fell to 576 thousand.
Hunt: Showdown Lost 86% Online
The project was released as part of early access in February last year. At the start of sales, the game had online 14 thousand players. Technical problems, not the best meta and rare major updates led to the fact that by the end of the year online games fluctuated around the 2 thousand mark.
Radical Heights Lost 100% Online
After the failure of Lawbreakers, Boss Key studio made a bet on Radical Heights. On release, the game collected 12 thousand online, but lost 82% of players in the first two weeks, which led to the closure of the studio.
Cuisine Royale Lost 96% Online
The ironic Cuisine Royale from Gaijin Entertainment, where players hang their characters not with armor, but with dishes, reached the mark of 12 thousand players at the same time. By the end of the year, online had dropped to 500 gamers.
Totally Accurate Battlegrounds Lost 99% Online
Another battle royale, ridiculing PUBG, received good press and high ratings from the players. At the start, his online reached 29 thousand. However, in December it was already at best 100 people.
Realm Royale Lost 96% Online
In June, Hi-Rez Studios, the developer and publisher of Paladins, presented its version of the “battle royale”. Despite a solid expertise, a high level of production and a good start of 100 thousand online players, now no more than 4 thousand users play the project at a time.
SCUM lost 97% of players
The battle royale about the SCUM zone published by Devolver Digital was actively discussed at the start. Its peak online reached a solid mark of 68 thousand players. However, the high entry threshold, as well as optimization problems, have led to the fact that now online games are 2 thousand.
H1Z1 lost 85% of players
Officially, the first game in the battle royale genre continued to lose its audience last year. Neither the transfer to the frituplay nor the introduction of a new regime helped. The peak online title in 2018 was 42 thousand players. By the end of the year, it had dropped to 1,700.
The list of failures is not limited to these projects. Many potentially strong titles did not reach even a thousand people online. Among them are Battlerite Royale, Dying Light: Bad Blood and The Culling 2.
Ring of Elysium increased online by 20%
“Battle Royale” from Tencent turned out to be the only game of this genre on Steam that managed to increase its base. In December, its online reached the mark of 63 thousand players.
The decline in the performance of most games of the genre occurs against the background of the crazy success of Fortnite, whose online in November last year peaked at 8.3 million.
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