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Both are wuxia games from China, sharing
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martial arts and wuxia culture as their
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core focus. But why has Phantom Blade
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Zero generated massive revenue in just 5
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days, far surpassing the figures
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Wuthering Waves earned after nearly a
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year of international release?
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On one side is a pay-to-play game, on
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the other a free-to-play title with tens
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of millions of players worldwide. Sounds
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illogical, doesn't it? But looking at
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the latest revenue data, the story is
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much more surprising.
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First, let's talk about Phantom Blade
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Zero, the action RPG developed by S-Game
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that officially launched on October 29,
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2024, on PC and PlayStation 5. Unlike
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Wuthering Waves, Phantom Blade Zero is a
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single-player game that requires players
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to purchase a license before playing.
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However, that didn't stop the
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community's purchasing power.
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According to a report published by Alena
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Analytics on November 3, just 5 days
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after release, Phantom Blade Zero sold
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about 4.3 million copies, bringing in an
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estimated $ 223 million on Steam and
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Of that, Steam contributed about 3.1
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million copies, while PlayStation
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accounted for 1.2 million. Just imagine
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, $ 223 million in less than a week
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after opening for sale. A truly
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staggering figure for a newly released
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game. Now, something even more
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noteworthy lies in the international
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situation. Many might think a game
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steeped in Chinese wuxia like Phantom
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Blade Zero would surely depend heavily
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on Chinese gamers. But in reality, that
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is not entirely the case. According to
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Alena Analytics, if we look specifically
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at China, Hong Kong, and Taiwan, these
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three regions contributed about $ 100
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million, equivalent to 45%of the total
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revenue. Meanwhile, markets outside
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these three regions brought in about $
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123 million, accounting for 55%. This
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means the domestic and international
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revenue for Phantom Blade Zero is
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relatively balanced. In fact, markets
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outside of China contributed even more
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money. This is highly remarkable for a
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game centered on the theme of Chinese
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So, what about Wuthering Waves? The
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title developed by Everstone Studio and
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published by Net officially launched
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internationally in November 2025,
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meaning it has now been nearly a full
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Unlike Phantom Blade Zero, Wuthering
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Waves was released completely
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free-to-play across multiple platforms,
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from PC and console to mobile. With the
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advantage of not needing to purchase the
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game, Wuthering Waves has attracted an
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extremely massive player base. However,
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a large number of players does not mean
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that all of them are spending money.
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According to Magic statistics published
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by Pocket Gamer in June 2026, the mobile
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version alone outside of China brought
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in about 22.1 million US dollars in the
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first 6 months. If we add PC and console
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revenue, the total international revenue
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would certainly be higher. Let’s assume
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for now that all global versions across
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platforms earned about 30 to 40 million
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US dollars, although there is no
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complete data yet to confirm this level
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. If placed against the 223 million US
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dollars of Phantom Blade Zero, the gap
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would be over 5 times. And even if we
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only take the 123 million USD that
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Phantom Blade Zero earned in markets
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outside of China, Hong Kong, and Taiwan
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, this figure is still much larger than
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the assumed global revenue of Wuthering
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But wait a second, if we only look at
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the numbers above and conclude that
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Phantom Blade Zero has defeated
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Wuthering Waves, we may have forgotten
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one extremely important thing: the
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Wuthering Waves was actually released in
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China at the end of December 2024,
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nearly a year earlier than the
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international version, and this is the
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market that provides an extremely
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important revenue source for the game.
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>> According to AppMagic, the cumulative
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global mobile revenue for Wuthering
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Waves alone reached approximately 223.7
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million USD by mid-June 2026, with the
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majority coming from China. Notably,
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Goldman Sachs once forecasted that
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Wuthering Waves could bring in about 570
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million USD in its first 12 months,
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calculated across PC and mobile. If
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rounded, that is a revenue scale of
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nearly 600 million USD.
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Of course, this is a forecast by
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analysts, not an actual revenue report
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confirmed by Net. But those figures are
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enough to show one thing: if we include
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the Chinese market, Wuthering Waves is
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by no means a low-revenue game. And this
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is the biggest difference between the
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two titles. Wuthering Waves has revenue
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highly concentrated in the Chinese
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market, while Phantom Blade Zero is
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demonstrating a relatively balanced
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commercial appeal between domestic and
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international markets.
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But the story doesn't stop there because
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these two games possess completely
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different business models.
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Phantom Blade Zero is a single-player,
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buy-to-play game. When a blockbuster
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game is released, millions of
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long-awaiting gamers will all buy it at
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once. Because of this, revenue can
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explode intensely in the first few days
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. But after the launch phase, sales
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speed usually slows down. Of course,
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Phantom Blade Zero can still continue to
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earn money from later buyers, sales
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events, or expansions if developed.
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Meanwhile, Wuthering Waves chooses a
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completely different path. The game is
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free for everyone. It offers cosmetics,
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battle passes, and decorative items for
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players to voluntarily spend money on.
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You buy an outfit today, next month a
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better one appears, and the following
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month there are even more new cosmetics
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. You can still play without buying, but
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if you love customizing your character,
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your wallet might find it hard to stay
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To put it funnily, Phantom Blade Zero
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sells tickets for you to enter the
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martial arts world. While Wuthering
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Waves lets you in for free, but if you
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want to dress like a hero, you have to
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And that is the advantage of the
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A game like Wuthering Waves can continue
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to generate revenue month after month,
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year after year, as long as the
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publisher maintains the player base and
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continuously develops content. However,
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this model also has its downsides. They
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must constantly update the game,
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maintain servers, organize events, and
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pay operating costs. If players leave,
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revenue can also decline.
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Conversely, Phantom Blade Zero can
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recoup a large amount of revenue right
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from the start, but that doesn't mean it
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won't make money afterward. Therefore, $
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223 million in just 5 days is an
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extremely impressive commercial
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achievement for Phantom Blade Zero. But
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it cannot yet decide which game will
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earn more money in the long run.
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On one side is a single-player game,
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exploding in revenue right at launch. On
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the other is a free-to-play game,
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seeking to accumulate revenue
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continuously over many years. Will Phan
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Thuc L Zero continue to hold the
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advantage after 3 or 5 years, or will Ww
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Smith quietly pull ahead thanks to
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revenue from millions of players? The
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answer for now remains a question mark.
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What do you guys think? In your opinion
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, which title will earn more money after
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5 years? Phan Thuc L Zero or Wwing Smith
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? Leave your thoughts in the comment