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Kakao Games' New MMORPG Tops Google Play Revenue Chart

The mobile MMORPG from Kakao Games and Supercat hit No. 1 on Google Play's revenue chart six days after launch and has held the spot.

The mobile MMORPG from Kakao Games and developer Supercat reached first place on Google Play's revenue chart on October 13, six days after launch, and has held the top spot since, according to game.donga.com.

The title also climbed to first place on the popularity charts of both major app markets shortly after release, and it has kept a review score in the high 4-point range since launch.

Its monetization model excludes paid gacha: gacha-style draws use only currency earned through gameplay. There are no class draws, because roles are determined by skill selection rather than classes, and equipment is crafted with in-game currency or bought from an exchange.

Open-field PVP is disabled on normal fields, with player combat confined to separate battlegrounds. The exchange runs on a currency earned through gameplay that also lets free players trade paid items such as memberships and costumes.

Feedback loop

The developers have held six livestreams in the two weeks since launch to gather user feedback.

Kakao Games and Supercat promoted the game before launch as a title completely different from existing MMORPGs. Existing MMORPGs have been criticized for building monetization around paid probability-based draws, for top guilds monopolizing boss monsters and blocking other guilds' hunting, and for exchanges that required paid currency.

Quick answers

When did the game reach No. 1 on Google Play's revenue chart?

It reached first place on October 13, six days after launch, and has held the top spot since.

Does the game use paid gacha?

No. Gacha-style draws use only currency earned through gameplay, and there are no class draws because roles are determined by skill selection.

Where does PVP take place?

Open-field PVP is disabled on normal fields; PVP takes place in separate battlegrounds.

Source