Game came out less than a month ago and is already below 600k peak concurrent players for today, which put it below Counter-Strike and DOTA 2.FOMOI still have no idea how survival + open world + crafting games sell so easily.
It's also a game genre when you can turn your brain off, ironically. these games play themselves i think.
It's also lost 1.3 million players, so yeah, FOMO
Dead game, abandon ship.
With Palworld quickly approaching the 1-month mark, it's interesting to look back at my own thoughts for launch.
In May of 2023, I was convinced that Palworld could break the 50,000 player mark. Anything above that seemed unobtainable though, and I certainly never expected it to reach into the millions.
It has taken years to get to this point, and Palworld only really begins from here. Everyone is working hard to fix the issues and prepare new content and Pals. Some of you may have had your fun over the last 3 weeks and found yourself putting the game down. That is fine.
This emerging "Palworld has lost X% of its player base" discourse is lazy, but it's probably also a good time to step in and reassure those of you capable of reading past a headline that it is fine to take breaks from games. You don't need to feel bad about that. Palworld, like many games before it, isn't in a position to pump out massive amounts of new content on a weekly basis. New content will come, and it's going to be awesome, but these things take a little bit of time.
There are so many amazing games out there to play; you don't need to feel guilty about hopping from game to game.
If you are still playing Palworld, we love you. If you're no longer playing Palworld, we still love you, and we hope you'll come back for round 2 when you're ready.
Play lots of games, try different genres, and frequently flick through indie libraries to find hidden gems.
Game came out less than a month ago and is already below 600k peak concurrent players for today, which put it below Counter-Strike and DOTA 2.FOMOI still have no idea how survival + open world + crafting games sell so easily.
It's also a game genre when you can turn your brain off, ironically. these games play themselves i think.
It's also lost 1.3 million players, so yeah, FOMO
Dead game, abandon ship.
With Palworld quickly approaching the 1-month mark, it's interesting to look back at my own thoughts for launch.
In May of 2023, I was convinced that Palworld could break the 50,000 player mark. Anything above that seemed unobtainable though, and I certainly never expected it to reach into the millions.
It has taken years to get to this point, and Palworld only really begins from here. Everyone is working hard to fix the issues and prepare new content and Pals. Some of you may have had your fun over the last 3 weeks and found yourself putting the game down. That is fine.
This emerging "Palworld has lost X% of its player base" discourse is lazy, but it's probably also a good time to step in and reassure those of you capable of reading past a headline that it is fine to take breaks from games. You don't need to feel bad about that. Palworld, like many games before it, isn't in a position to pump out massive amounts of new content on a weekly basis. New content will come, and it's going to be awesome, but these things take a little bit of time.
There are so many amazing games out there to play; you don't need to feel guilty about hopping from game to game.
If you are still playing Palworld, we love you. If you're no longer playing Palworld, we still love you, and we hope you'll come back for round 2 when you're ready.
Play lots of games, try different genres, and frequently flick through indie libraries to find hidden gems.
Feels a bit like damage control. Apparently it already lost 2/3 of its playerbase in one month.
Ye, after a month this game now only has the same concurrent player base that Starfield had on release. Damage control indeed.Feels a bit like damage control. Apparently it already lost 2/3 of its playerbase in one month.
Game came out less than a month ago and is already below 600k peak concurrent players for today, which put it below Counter-Strike and DOTA 2.FOMOI still have no idea how survival + open world + crafting games sell so easily.
It's also a game genre when you can turn your brain off, ironically. these games play themselves i think.
It's also lost 1.3 million players, so yeah, FOMO
Dead game, abandon ship.
With Palworld quickly approaching the 1-month mark, it's interesting to look back at my own thoughts for launch.
In May of 2023, I was convinced that Palworld could break the 50,000 player mark. Anything above that seemed unobtainable though, and I certainly never expected it to reach into the millions.
It has taken years to get to this point, and Palworld only really begins from here. Everyone is working hard to fix the issues and prepare new content and Pals. Some of you may have had your fun over the last 3 weeks and found yourself putting the game down. That is fine.
This emerging "Palworld has lost X% of its player base" discourse is lazy, but it's probably also a good time to step in and reassure those of you capable of reading past a headline that it is fine to take breaks from games. You don't need to feel bad about that. Palworld, like many games before it, isn't in a position to pump out massive amounts of new content on a weekly basis. New content will come, and it's going to be awesome, but these things take a little bit of time.
There are so many amazing games out there to play; you don't need to feel guilty about hopping from game to game.
If you are still playing Palworld, we love you. If you're no longer playing Palworld, we still love you, and we hope you'll come back for round 2 when you're ready.
Play lots of games, try different genres, and frequently flick through indie libraries to find hidden gems.
Feels a bit like damage control. Apparently it already lost 2/3 of its playerbase in one month.
Game came out less than a month ago and is already below 600k peak concurrent players for today, which put it below Counter-Strike and DOTA 2.FOMOI still have no idea how survival + open world + crafting games sell so easily.
It's also a game genre when you can turn your brain off, ironically. these games play themselves i think.
It's also lost 1.3 million players, so yeah, FOMO
Dead game, abandon ship.
With Palworld quickly approaching the 1-month mark, it's interesting to look back at my own thoughts for launch.
In May of 2023, I was convinced that Palworld could break the 50,000 player mark. Anything above that seemed unobtainable though, and I certainly never expected it to reach into the millions.
It has taken years to get to this point, and Palworld only really begins from here. Everyone is working hard to fix the issues and prepare new content and Pals. Some of you may have had your fun over the last 3 weeks and found yourself putting the game down. That is fine.
This emerging "Palworld has lost X% of its player base" discourse is lazy, but it's probably also a good time to step in and reassure those of you capable of reading past a headline that it is fine to take breaks from games. You don't need to feel bad about that. Palworld, like many games before it, isn't in a position to pump out massive amounts of new content on a weekly basis. New content will come, and it's going to be awesome, but these things take a little bit of time.
There are so many amazing games out there to play; you don't need to feel guilty about hopping from game to game.
If you are still playing Palworld, we love you. If you're no longer playing Palworld, we still love you, and we hope you'll come back for round 2 when you're ready.
Play lots of games, try different genres, and frequently flick through indie libraries to find hidden gems.
Feels a bit like damage control. Apparently it already lost 2/3 of its playerbase in one month.
Feels a bit like you lack a functioning brain. Did people expect this to have enough content to last more than a month as a non mmo/non live service game?
This is what I don't get. The current player count is still stupidly good for a game of this type, status (early access), and level of production (indie level). It'd still be great even at half it's current player count.Ye, after a month this game now only has the same concurrent player base that Starfield had on release. Damage control indeed.Feels a bit like damage control. Apparently it already lost 2/3 of its playerbase in one month.
nah m8 I'm just shitpostingThis is what I don't get. The current player count is still stupidly good for a game of this type, status (ie early access), and level of production (indie level). It'd still be great even at half it's current player count.Ye, after a month this game now only has the same concurrent player base that Starfield had on release. Damage control indeed.Feels a bit like damage control. Apparently it already lost 2/3 of its playerbase in one month.
Is this ignorance, copium, or is it just plain stupidity that people are going "HUR DUR DEAD GAME"?
nah m8 I'm just shitpostingThis is what I don't get. The current player count is still stupidly good for a game of this type, status (ie early access), and level of production (indie level). It'd still be great even at half it's current player count.Ye, after a month this game now only has the same concurrent player base that Starfield had on release. Damage control indeed.Feels a bit like damage control. Apparently it already lost 2/3 of its playerbase in one month.
Is this ignorance, copium, or is it just plain stupidity that people are going "HUR DUR DEAD GAME"?
Even now it's standing tall as the third most popular game behind CS and DOTA, outranking even the hot new Helldivers.
A shitpost made by some random dudes, after millions of another companies stupidly loyal fanbase asked them to make that same post.That's so crazy. It's like making a shitpost and waking up the next day to find that it won you the lottery.
I think the moment you get the musket is when your damage becomes comparable or better than your pals.There are hidden stats for your pals, you may have gotten a shit dratini and a good big chicken?
That said, weapons do matter, they are what make catching pals easier, as you dont want your own pals to kill them, and that tends to happen if you dont store them back when the enemy pal is about to die.
According to SteamDB, Palworld has lost 97% of its peak player count on Steam. In fact, since the beginning of March, when player counts were still hovering around 275,000 daily players, the game has consistently lost thousands of players per day down to a recent 24-hour peak of just 69,850 as of writing.
This is that sort of take that I'll never know if its a fairly decent troll attempt or just a legit ass retarded take on it."Palworld will show to greedy AAA developers what gamers really want"
https://insider-gaming.com/palworld...on-steam-since-launch-but-you-shouldnt-worry/
According to SteamDB, Palworld has lost 97% of its peak player count on Steam. In fact, since the beginning of March, when player counts were still hovering around 275,000 daily players, the game has consistently lost thousands of players per day down to a recent 24-hour peak of just 69,850 as of writing.
According to SteamDB, Palworld has lost 97% of its peak player count on Steam. In fact, since the beginning of March, when player counts were still hovering around 275,000 daily players, the game has consistently lost thousands of players per day down to a recent 24-hour peak of just 69,850 as of writing.
Seriously. Oh no! The people who already gave me money are reducing my operating costs!According to SteamDB, Palworld has lost 97% of its peak player count on Steam. In fact, since the beginning of March, when player counts were still hovering around 275,000 daily players, the game has consistently lost thousands of players per day down to a recent 24-hour peak of just 69,850 as of writing.
Meanwhile, the author of the game:
It went from 2,100,000 players to 75,000 in 2 months. It's losing to Stardew Valley, another (much older) sim game.This is that sort of take that I'll never know if its a fairly decent troll attempt or just a legit ass retarded take on it."Palworld will show to greedy AAA developers what gamers really want"
https://insider-gaming.com/palworld...on-steam-since-launch-but-you-shouldnt-worry/
According to SteamDB, Palworld has lost 97% of its peak player count on Steam. In fact, since the beginning of March, when player counts were still hovering around 275,000 daily players, the game has consistently lost thousands of players per day down to a recent 24-hour peak of just 69,850 as of writing.
BG3 also had 450,000 players after launch and now is holding to 80,000. It's a singleplayer/co-op game, went viral, had an absurd amount of sales at launch, people completed the content and moved to other games.
Not every game has to be a live service meant to milk the shit out of you for life... regardless, Palworld still holding a 75,000 avrg player in the last 30 days, that's still pretty good for a small company title.
Woah!Biggest meme in the videogame industry.