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Tencent's New Title: In Just Ten Days, Over $10 Million in Revenue

2025年12月5日 7Browse 0Like 0Comments
In recent years, South Korea's influence in the global anime-style games market has gradually increased, with several high-performing titles emerging, such as "Goddess of Victory: NIKKE" and "Limbus Company." Among them, SmileGate's "Epic Seven" stands out particularly, as it has remained at the top of the Korean Google Play IAP charts since its launch in 2018, according to data from AppGrowing.

Source:AppGrowing

Last month , SmileGate's new title "Chaos Zero Nightmare", launched in multiple regions worldwide.On its launch day, the game topped the iOS free charts in multiple countries including the U.S., Japan, and South Korea. Within just ten days of release, "Chaos Zero Nightmare" is expected to generate over $10.95 million in revenue.

Source:AppGrowing

Game producer mentioned in a media interview that the team's creative goals have shifted from a solid foundation with "Epic Seven" to a more ambitious exploration with "Chaos Zero Nightmare."

 

01. Create a Game That Remains Engaging

From the start of the project, the development team aimed to deeply explore gameplay that offers "sustained enjoyment that players won’t tire of."In terms of core gameplay, the game is built on a turn-based card Roguelike framework similar to "Slay the Spire."
However, it has cleverly implemented "subtractions" and "additions" in response to hardcore elements such as “pace adjustments” and “value calculations” commonly found in traditional deck-building games."Chaos Zero Nightmare" simplifies the design of character card decks, making card effects easy to understand, and centers around specific builds like burst and shield stacking.
Players can focus resources to concentrate on developing a single build initially, allowing for a more manageable resource allocation and less developmental pressure before expanding into other builds.

Regarding character growth, the game reduces resource consumption for character development by 80%, significantly alleviating the pressure of resource gathering. Additionally, the game includes a save system that allows players to preserve their deck setups for experimentation and fine-tuning within the Roguelike mode.

While simplifying the growth system and reducing strategic burdens, the game innovatively introduces random elements.
During battles, character cards have a probability of triggering special buffs, providing random enhancements like increased damage or reduced action costs. Under the premise of fixed deck compositions, these randomly occurring boosts directly influence the order in which players play cards, thereby enhancing the strategic depth of gameplay.

Additionally, each character in the game has an independent stress meter that accumulates when taking damage or encountering special events. Once the stress meter is full, the character will enter a breakdown state—rendering all cards in their hand useless and temporarily reducing the team's total maximum HP.Players need to meet specific conditions to help the character recover, such as playing a certain number of break cards or completing tasks. Once the negative status is removed, the character not only resumes combat power but also gains powerful skills or attribute bonuses, such as reduced ultimate move costs, adding unpredictability to combat.

Overall, by incorporating random elements, the game enriches the strategic nature of its combat system, indeed achieving the goal of "continuously providing fresh enjoyment" to a certain extent.

02. New Strange Tales

Data from AppGrowing shows that before the official launch of "Chaos Zero Nightmare," a relatively conservative advertising strategy was employed, starting small-scale ad testing from July.

Source:AppGrowing

During the game's pre-registration phase, the official team focused on building initial hype in player communities and on social media, such as Bilibili and YouTube while actively interacting with players, resulting in over millions exposures.

After the launch, the game significantly increased its ad placement, with daily placements approaching 3,000 during peak periods. Additionally, it ramped up promotional efforts during content updates to sustain player engagement and maintain momentum.

According to the stage analysis of AppGrowing, a clear progressive ad placement strategy was observed from testing to launch, along with an increasing proportion of video materials.
During the pre-registration period, the goal was to validate the artistic style and foundational settings of the game at low cost and high efficiency. Image materials could iterate faster to evaluate market reactions. After launch, creative materials needed to convey richer information, making expressive video materials the preferred choice.

Source:AppGrowing

Looking at specific creatives, "Chaos Zero Nightmare" inherits the team's signature 2D animation strengths, further highlighting the "New Strange Tales" aesthetic. This is achieved through the pathological expressions of characters in moments of mental breakdown and dark sci-fi scene designs, creating differentiated memory points.

For example, by combining "breakdown states" with card battle animations, the creative starts by showcasing character images, which suddenly shatter, transforming the characters' expressions accompanied by strong visual and auditory impacts. This contrast creates suspense and tension, provoking viewers’ curiosity. Subsequently, actual gameplay footage showcasing diverse characters with unique skill cards and attack animations, hinting at rich customization options.

Source:AppGrowing

Additionally, the "New Strange Tales" aesthetic is also reflected in narrative-driven creatives. For instance, one creative opens with oppressive imagery and irregular heartbeat sounds, rapidly flashing through abstract monsters and scenes of characters being engulfed by darkness. This is followed by the term "REWIND," which rewinds the timeline, resulting in a series of quick, fragmented shots and information reversals, igniting users' desire to explore the game.

Source:AppGrowing

As a core highlight of the game, the unique artistic style of "Chaos Zero Nightmare" vividly represents the narrative core of character "breakdown" through dramatic transformations in illustrations and distorted skill effect visuals. This design not only aligns with the game's worldview but also delivers a strong visual impact.

 

03. From "Gameplay-Heavy" to "Content-Heavy"

The South Korean gaming market has long been dominated by genres such as RPGs and FPSs, while hyper-casual games with simple gameplay and short session times have also maintained a broad user base.

In this environment, games that emphasize character development, narrative depth, and world-building in the anime-style game have not garnered much attention from mainstream developers in Korea. Their development focus has leaned more towards immediate gameplay experiences and numerical growth rather than long-term narrative investment.

In the early days, Korean anime-style games were often perceived as a visual style rather than a genre. Products like "Brown Dust 2" and "Goddess of Victory: NIKKE" combined Japanese cuteness with American realism and successfully stood out in the market with striking visual styles through high-precision character illustrations and fully animated skill performances, captivating player aesthetics.

Source:AppGrowing

However, as the player base continuously expands, the issue of user churn due to insufficient content supply has become increasingly prominent.

For instance, the game "Ever Soul," launched in 2023, faced significant backlash due to neglect of narrative development in its early stages. The project lead stated in a post-launch interview that the notion of "game narratives no longer matter" is no longer applicable; even fighting or action games now invest heavily in their storylines.

In addition to the evolution of the domestic market, Chinese anime-style games entering the Korean market, such as "Genshin Impact" and "Honkai: Star Rail," have also profoundly influenced the Korean anime-style landscape.

Source:電ファミニコゲーマー

Taking Netmarble's "Solo Leveling: Arise" as an example, the game successfully combines traditional Korean MMO gameplay with a Mihoyo-style development system. It enriches the experience with well-developed main and side storylines, diverse sandbox-style levels, and multiple development paths.

Source:AppGrowing

Overall, the demand for game content among local South Korean players has become increasingly diverse, while overseas counterparts have effectively filled market gaps with their abundant content offerings, promoting the rise of "content-driven" anime-style games in the region.

In this context, many developers are now consciously integrating artistic style with narrative and world-building depth to enhance character development and emotional engagement for players.

This trend manifests in two main pathways: the first is the development based on popular IPs, such as "Arad" and "The Seven Deadly Sins: Origin," which, while preserving the original worldviews and core characters, narrate entirely new original stories and introduce open-world gameplay to expand the narrative boundaries of the IP.

Source:AppGrowing

the second is original IP works like "Chaos Zero Nightmare," which build a completely new worldview and unique gameplay, emphasizing originality and uniqueness in content.

Various signs indicate that the past focus on "gameplay" in anime-style game design is transitioning towards an emphasis on "content." The creation of content-driven products has become a key strategy for seeking differentiated competition and long-term development in the South Korean anime-style market.

Currently, although the domestic version of "Chaos Zero Nightmare" has not yet officially launched, the international server's performance suggests that Tencent may have really made a wise investment this time.

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Last updated:2025年12月5日

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