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AppWizard
July 30, 2026
Lunarium, a hand-drawn isometric action role-playing game (ARPG) developed by Lunarium Game Studio and published by Imperfect Games, was released on July 29, 2026, for PC via Steam. The game features dual-protagonist gameplay with two heroines, Ave, a knight, and Lune, a sorceress, allowing players to switch between characters to combat dark forces. Players can explore hand-drawn environments, solve puzzles using Lune's powers, and customize their experience through various enhancements and skill trees. Lunarium is priced at .99, £15.99, or €17.99, with a 10% launch discount for the first week and supports multiple languages.
AppWizard
July 30, 2026
The mobile gaming sector in China generated RMB 135.21 billion (approximately .98 billion) in sales revenue during the first half of the year, reflecting a year-over-year growth of 7.9%. The PC gaming market achieved RMB 45.29 billion (around .69 billion) in sales revenue, marking a year-over-year increase of 27.92%. The web game market generated RMB 2.02 billion (about [openai_gpt model="gpt-4o-mini" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: Market Performance Overview Recent insights from the China Digital Entertainment Expo & Conference (ChinaJoy) reveal a dynamic landscape within China's gaming industry. The mobile gaming sector has emerged as a robust performer, generating an impressive RMB 135.21 billion (approximately .98 billion) in actual sales revenue during the first half of the year. This figure reflects a commendable year-over-year growth of 7.9%, underscoring the continued popularity and engagement of mobile gaming among consumers. In contrast, the PC gaming market has also shown significant momentum, achieving RMB 45.29 billion (around .69 billion) in actual sales revenue. This marks a remarkable year-over-year increase of 27.92%, indicating a resurgence in interest and investment in PC gaming experiences. However, not all segments of the gaming market are experiencing growth. The web game market has faced challenges, generating only RMB 2.02 billion (about 0 million) in actual sales revenue. This represents an 8.47% decline compared to the previous year, extending a downward trend that has persisted for three consecutive years. Similarly, the console gaming market has encountered its own hurdles, recording RMB 961 million (approximately 2 million) in actual sales revenue. This reflects a decrease of 7.06% year-over-year, suggesting that the console segment may need to innovate further to capture the attention of gamers. As the gaming industry continues to evolve, these figures highlight the contrasting fortunes of different market segments, painting a complex picture of consumer preferences and industry dynamics in China." max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"] million), representing an 8.47% decline compared to the previous year. The console gaming market recorded RMB 961 million (approximately [openai_gpt model="gpt-4o-mini" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: Market Performance Overview Recent insights from the China Digital Entertainment Expo & Conference (ChinaJoy) reveal a dynamic landscape within China's gaming industry. The mobile gaming sector has emerged as a robust performer, generating an impressive RMB 135.21 billion (approximately .98 billion) in actual sales revenue during the first half of the year. This figure reflects a commendable year-over-year growth of 7.9%, underscoring the continued popularity and engagement of mobile gaming among consumers. In contrast, the PC gaming market has also shown significant momentum, achieving RMB 45.29 billion (around .69 billion) in actual sales revenue. This marks a remarkable year-over-year increase of 27.92%, indicating a resurgence in interest and investment in PC gaming experiences. However, not all segments of the gaming market are experiencing growth. The web game market has faced challenges, generating only RMB 2.02 billion (about 0 million) in actual sales revenue. This represents an 8.47% decline compared to the previous year, extending a downward trend that has persisted for three consecutive years. Similarly, the console gaming market has encountered its own hurdles, recording RMB 961 million (approximately 2 million) in actual sales revenue. This reflects a decrease of 7.06% year-over-year, suggesting that the console segment may need to innovate further to capture the attention of gamers. As the gaming industry continues to evolve, these figures highlight the contrasting fortunes of different market segments, painting a complex picture of consumer preferences and industry dynamics in China." max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"].14 million) in sales revenue, reflecting a decrease of 7.06% year-over-year.
AppWizard
July 30, 2026
The 2025 soulslike title Wuchang: Fallen Feathers has attracted five million players, marking a significant success for developers Leenzee and publisher 505 Games. Xia Siyuan, the game's director and producer, was dismissed from Leenzee earlier this year, along with other staff members. In April, the Wuchang intellectual property was sold to Digital Bros for approximately million. Recently, 505 Games announced a partnership with Xia Siyuan, who now leads his own studio, Indolphinity, to develop a sequel to Wuchang: Fallen Feathers.
AppWizard
July 30, 2026
Parkside: Decayed Soul Manipulation, developed by Banana Hardsoft, is set to launch on July 31, with a demo currently available. The game features a raw visual style reminiscent of the PlayStation 1 era and emphasizes gameplay mechanics over graphics. Players assume the role of Alexander, a hacker in a dystopian setting, who becomes entangled with a gang resembling a modern-day Illuminati. The narrative involves eliminating a target as part of a larger scheme, conveyed through symbols and cryptic messages. Players can customize their combat body with various augmentations and earn experience points through exploration and objectives. The game lacks traditional save points, offering Divine Elixirs as one-time-use checkpoints instead. Players can navigate maps with multiple pathways, encouraging exploration. An unexpected encounter with a fallen soldier simplifies a mission, leading to an exhilarating escape in a car.
AppWizard
July 30, 2026
NOX, an action role-playing game released by Westwood in 2000, is being revived as it has secured a spot in GOG's Preservation Program following a recent patron poll. GOG will provide ongoing support and enhancements for the game, which is currently available on GOG for a limited-time price of .39. Owners of the game will receive updates free of charge.
AppWizard
July 29, 2026
Capcom's financial report indicates that over 93% of its game sales are now digital, with expectations for this figure to increase. In the period from April to June 2026, Capcom sold 1.6 million physical games and 22.2 million digital games. The company classifies sales of game-key cards for the Switch 2 as digital transactions. The trend toward digital sales is evident, with industry analysts suggesting that physical media is becoming less relevant.
AppWizard
July 29, 2026
Koei Tecmo has launched successful titles like Nioh 3 and Pokémon Pokopia and is shifting focus from blockbuster releases to sustainable growth. The company plans to release six major console and PC titles, 19 mid-range titles, and two original online and mobile titles by March 2027. Major anticipated titles include Attack on Titan 3, which will have a unique opening animation produced by MAPPA, and Wo Long 2: Wings of Ember. Koei Tecmo's president expressed surprise at the success of Pokémon Pokopia, which exceeded initial expectations.
AppWizard
July 29, 2026
Subnautica 2 launched in early access in May 2025 after facing corporate turmoil, including the removal of Unknown Worlds' leadership by Krafton and allegations of sabotage. Krafton accused the studio heads of neglect, while the ousted leadership claimed Krafton was stalling to avoid a financial obligation. Despite these challenges, Subnautica 2 sold 5 million copies shortly after its release. Unknown Worlds' CEO, Ted Gill, left his position amid the turmoil, and staff were set to receive bonuses from the earnout. Krafton reported record revenues of KRW 1.29 trillion and an operating profit of KRW 410.9 billion, largely attributed to Subnautica 2 and the PUBG franchise. PC revenue exceeded KRW 500 billion for the first time, but Krafton faced a net profit deficit of KRW 29.9 billion due to costs from acquiring Unknown Worlds and the earnout.
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