Palworld sold over 15 million copies in a month on Steam | 10M Players on Xbox

Let's see then, though I think neither of big base building games (like Ark) are even in Twitch tops at all.

Well, they never were explosive like this on their release which sets a different standard I think. For reference, I went back and looked at the tracking on Elden Ring and that sat above an average 100k for around a month, a very nice inverse power curve.
 
Well, they never were explosive like this on their release which sets a different standard I think. For reference, I went back and looked at the tracking on Elden Ring and that sat above an average 100k for around a month, a very nice inverse power curve.
I guess the difference is that Elden Ring had a bigger world and quests to explorer. Like you can play the game longer and the world looks nice. With Palworld it is basically mine, cut the wood, hunt some pals and so on.
 
I guess the difference is that Elden Ring had a bigger world and quests to explorer. Like you can play the game longer and the world looks nice. With Palworld it is basically mine, cut the wood, hunt some pals and so on.

Not remotely comparable game to game, just looking at 'explosive game' releases for comparison. Could look at Lost Ark but that's even more distinctly MMO/multiplayer with a massive world at the time of its release.

It's mostly just academic tracking of 'interest' and such.
 
One of Hololive's most popular Japanese VTubers Pekora had at the peak of the stream, 60k people watching her play Palworld concurrently today. If you're only looking at Twitch, then you are missing data for a lot of Asia's most popular streamers I'd say.
 
One of Hololive's most popular Japanese VTubers Pekora had at the peak of the stream, 60k people watching her play Palworld concurrently today. If you're only looking at Twitch, then you are missing data for a lot of Asia's most popular streamers I'd say.

Unfortunately, we do not have any good 'per game' tracking that I am aware of on YouTube or other streaming services as they lack the game sorting of Twitch.

However, I don't think there's anything to really say about YouTube or other streaming services vs. Twitch trends unless you have some reason to say that YouTube (or other) would be somehow different from Twitch in its trending. Twitch also has large streamers for the game, some from Asia and others from NA or other markets, but the trend is an overall dynamic and not a snapshot.
 
Unfortunately, we do not have any good 'per game' tracking that I am aware of on YouTube or other streaming services as they lack the game sorting of Twitch.

However, I don't think there's anything to really say about YouTube or other streaming services vs. Twitch trends unless you have some reason to say that YouTube (or other) would be somehow different from Twitch in its trending. Twitch also has large streamers for the game, some from Asia and others from NA or other markets, but the trend is an overall dynamic and not a snapshot.

You can see that on youtube, right now that got +100k views with a large majority coming from hololive

01.png

02.png
 
You can see that on youtube, right now that got +100k views with a large majority coming from hololive

01.png

02.png

Right, that's the snapshot, but what is the trend of it? That's the data we're missing as YouTube lacks this sort of tracking. SocialBlade (which tracks YouTube) tracks channels but not 'games', TwitchTracker tracks games AND channels so you can look at macro-trends and channel-specific trends.

Of course, this is notable to know! Since right now Twitch is at only 67k compared to YouTube's 100k, so a big pull is going to YouTube! But we'd need to see the trends on this, how does YouTube perform in other timezones, etc.

Edit: Maybe Google trends on YouTube searches would be sufficient reference, we can check that.
 
Right, that's the snapshot, but what is the trend of it? That's the data we're missing as YouTube lacks this sort of tracking. SocialBlade tracks channels but not 'games', TwitchTracker tracks games AND channels so you can look at macro-trends and channel-specific trends.

Of course, this is notable to know! Since right now Twitch is at only 67k compared to YouTube's 100k, so a big pull is going to YouTube! But we'd need to see the trends on this, how does YouTube perform in other timezones, etc.

The number of viewers is at its peak between 7pm Japanese time until 1am, it drops drastically outside of these hours.

What will be interesting is to see the influence of hololive on the sale of game, Suika Game popularity comes from them for example.
 

  • Palworld has been played by more than 7M players on Xbox, and is the biggest 3rd party launch in Game Pass history.
  • Palworld is the most-played 3rd party day one release via cloud gaming with Game Pass Ultimate.
  • Palworld (Game Preview) is out now for Xbox Series X|S, Xbox One and Windows PC, and is available with Xbox Game Pass and PC Game Pass.
 
12 Million
Last edited:

  • Palworld has been played by more than 7M players on Xbox, and is the biggest 3rd party launch in Game Pass history.
  • Palworld is the most-played 3rd party day one release via cloud gaming with Game Pass Ultimate.
  • Palworld (Game Preview) is out now for Xbox Series X|S, Xbox One and Windows PC, and is available with Xbox Game Pass and PC Game Pass.
3 Milly DAU I wonder what the peak was.
Along with that above update...


These numbers are madness.

The pressure is on now with PR from XBOX, all eyes are on them to release steady stream of improvements.

Edit: spent 4 hours converting my base to stone last night. Never left the base area. The potential for time sink is there, the loops just need to hold on a GaaS like timeframe.
 
Oh man, that scam Palworld_JP twitter account shilling NFTs in the announcement comments definitely needs to get shut down.
 
Insane numbers, this is the type of success that takes a studio to the next level, I was going to say that it reminded me of CDPR becoming this huge studio after Witcher 3 but this is more comparable to Epic with Fortnite probably or perhaps PUBG, maybe it won't be as big as those but this is looking like it will be up there as one of the huge gaming franchises, it's funny because just a few days before this came out I was listening to a gaming podcast and they were talking about how the next Fortnite/COD is likely something that nobody expects and looks like this was that game lol.
 
12 million on Steam alone means the sales momentum has still kept up quite nicely. Wouldn't be surprised if it reaches over 15 million by the end of February.
 
12 million already is crazy. Not sure what the ceiling is for this game if it's selling like this even in its current state. If it the updates are there and it turns into more of a co-op, live service experience I'm not sure there is a ceiling. 20 million has to be a certainty, right?
 


We’re happy to announce that, in its first ten days as part of Xbox Game Preview, Xbox players have made Palworld the biggest 3rd party Game Pass launch in history.
 
Last edited by a moderator:
Game just leaves a very bad taste in my mouth. It's clear that the developers knew they were using Pokemon characters and still doneso in bad faith but hey it was also backed by a desperate company like Xbox.

Hopefully, the money earned takes their studio to the next level and their next game can wow us all as they have the potential to be a notable developer. Selling that many copies is insane and still requires attractive gameplay to consumers.
 
12 million already is crazy. Not sure what the ceiling is for this game if it's selling like this even in its current state. If it the updates are there and it turns into more of a co-op, live service experience I'm not sure there is a ceiling. 20 million has to be a certainty, right?
I think if they can make good on support and content rollout they specified in the roadmap then 20 million is a lock
 
DAU/MAU comparisons known
  • COD Xbox - 5.6M DAU
  • Fortnite Xbox - 12.8M MAU (some conversions are DAU*3 = MAU)
  • Palworld - 3M DAU, number 1 spot at times
This is crazy. A multiplat Palworld should be reaching 30-40M at this point, and thats just the start.
Imagine if they decided to do a AAA Palworld with good cross platform multiplayer, but does the team have the capability do scale up to AAA dev.
 
This is crazy. A multiplat Palworld should be reaching 30-40M at this point, and thats just the start.
Imagine if they decided to do a AAA Palworld with good cross platform multiplayer, but does the team have the capability do scale up to AAA dev.

Everwild suddenly has a new direction.
 
Considering what just happened to Odyssey, not sure that's the direction Everwild wants to go. Though they need to go somewhere or that game might get axed as well.
 
DAU/MAU comparisons known
  • COD Xbox - 5.6M DAU
  • Fortnite Xbox - 12.8M MAU (some conversions are DAU*3 = MAU)
  • Palworld - 3M DAU, number 1 spot at times
This is crazy. A multiplat Palworld should be reaching 30-40M at this point, and thats just the start.
Imagine if they decided to do a AAA Palworld with good cross platform multiplayer, but does the team have the capability do scale up to AAA dev.
Lol, well, do they? I thought this was a studio with 40 devs that until recently bought their in game assets and was ignorant of basic development methods/terminology. Does that sound like people presently capable of producing a AAA multiplat game?
 
Really pleasant surprise to see the Steam-sales rising. Not a fan of mixing in Xbox-player numbers, that's muddying the data. Either way, will be interesting to see where this ends up. And whether Nintendo hits them with a lawsuit or not.

Everwild suddenly has a new direction.
I don't think Everwild will sell anywhere near Palword. It looks like some indie-artsy game (I just rewatched the trailer), thus missing what made Palworld popular: The great Pokemon-like monster designs. There's plenty of online-survival crafting games, but most don't hit it as big as Palworld. I don't think the world is waiting for Rare's esothetic "one with nature"-take on it.
 
DAU/MAU comparisons known
  • COD Xbox - 5.6M DAU
  • Fortnite Xbox - 12.8M MAU (some conversions are DAU*3 = MAU)
  • Palworld - 3M DAU, number 1 spot at times
This is crazy. A multiplat Palworld should be reaching 30-40M at this point, and thats just the start.
Imagine if they decided to do a AAA Palworld with good cross platform multiplayer, but does the team have the capability do scale up to AAA dev.

They need to slowly scale up in the same way fortnite did, and probably tweak as much of the monster designs as they can over the next year before the inevitable happens.
 
Sales continue to impress, it's slowed a little but not that much. Looks like around 4M in a week.

Really have to wonder where this game goes from here, but it's an explosive hit for Xbox and PC.
 
Really pleasant surprise to see the Steam-sales rising. Not a fan of mixing in Xbox-player numbers, that's muddying the data.

They've kept it separate though. Can't really muddy the data if there's two seperate ponds, if I get my water analogies right. Now if they stop talking about sales and only Players, then yeah, it's going to be annoying.

I don't think Everwild will sell anywhere near Palword. It looks like some indie-artsy game (I just rewatched the trailer), thus missing what made Palworld popular: The great Pokemon-like monster designs. There's plenty of online-survival crafting games, but most don't hit it as big as Palworld. I don't think the world is waiting for Rare's esothetic "one with nature"-take on it.

Watched the trailer after a complete reboot of the game?
In reality we have no clue what the hell Everwild is going to be or even if it will ever release.
Which is why i made the joke that they now have a new vision for the game, it seems aimless from the outside looking in. Granted we haven't seen anything really.
I'll say, if we don't see the game at the next Xbox Summer Showase, I'm going to have some serious questions about the state of the project.
 
They combined the Steam and Xbox numbers for a bigger bang. The sales have slowed, not that it matters too much at this scale, but by presenting players they can do a bit more hyping up.
 
They need to slowly scale up in the same way fortnite did, and probably tweak as much of the monster designs as they can over the next year before the inevitable happens.
The thing is if we assume they built off existing models, the scale they need to expand is tremendous unless they continue to steal models and modify them. They can afford to hire but, they don't seem like the kind of developer at being the best at holding actual talent in the long run. Depends on if they will increase their staff's pay proportional to this success.

Tweaking also probably doesn't save them from lawsuits. They would need to do complete model replacements. Tweaking is putting on a disguise. If there already got caught, the earlier versions can suffice as evidence to prove there is copyright infringing material. The possible tweaking phase is running out, especially with how much they made.
 
DAU/MAU comparisons known
  • COD Xbox - 5.6M DAU
  • Fortnite Xbox - 12.8M MAU (some conversions are DAU*3 = MAU)
  • Palworld - 3M DAU, number 1 spot at times
This is crazy. A multiplat Palworld should be reaching 30-40M at this point, and thats just the start.
Imagine if they decided to do a AAA Palworld with good cross platform multiplayer, but does the team have the capability do scale up to AAA dev.
Xbox should lend technical support for crossplay and sku parity. It would strengthen the base surely. There are hacking and stability issues right now on the main servers being reported on Reddit: MS could trade Azure blades and SOC labor for more exclusivity.

I'm not sure how telling it is that the paid version numbers are so much higher than gamepass total players, particularly with the Chinese interest.
 
Xbox should lend technical support for crossplay and sku parity. It would strengthen the base surely. There are hacking and stability issues right now on the main servers being reported on Reddit: MS could trade Azure blades and SOC labor for more exclusivity.

I'm not sure how telling it is that the paid version numbers are so much higher than gamepass total players, particularly with the Chinese interest.

Considering this project seems almost glued together at the seams, I am not sure what lending them anything would accomplish. You'd get a too many cooks in the kitchen issue but also the kitchen is tumbling through the ocean.

We're going to likely see more and more hacking/exploiting/massive glitch issues for a long time (and as players learn to break the game, especially because it is a popular game) until they clean up the game, which is their main focus (and should be). Of course, this puts them on something of a clock for content vs. audience attention span. The weekend will tell us more on trajectory but we can see the fall-off on Steam CCU through the week, for example.
 
More people should look at the Digital Foundry video on Palworld. The game is, on a technical level, held together by thoughts and prayers.

This is will massively slow down development of new features, etc.

Unless they, ironically, go the Game Freak route of simply trying to add features and features on top of a sub-optimal base and end up with a monstrosity.
 
Game just leaves a very bad taste in my mouth. It's clear that the developers knew they were using Pokemon characters and still doneso in bad faith but hey it was also backed by a desperate company like Xbox.
nothing says desperate like being *checks notes* the largest company in the world by market cap. Well MSFT since Xbox is not a company.
 
They need to slowly scale up in the same way fortnite did, and probably tweak as much of the monster designs as they can over the next year before the inevitable happens.

That's not happening, not even Respawn and Bungie with their 20+ years of experience managed to scale up their titles in the same way Epic Games did with Fortnite.

The problem here is a Survival Game, a PC-oriented genre, being a breakout hit for a Japanese developer, they ain't going to find devs with experience in running a Live Service and providing contant at a good pace.
 
They need to slowly scale up in the same way fortnite did, and probably tweak as much of the monster designs as they can over the next year before the inevitable happens.

Live Service or big releases every 3 years or so will be a big choice. IMO the base game is not built on good enough foundations to build a 5 year+ live service for. Might be better to build it on a AAA level then base the live service or sequels on that.

Fornite was built on a great foundation and a big part of that was due to Epic being the creators of Unreal Engine, so they could adapt Fortnite to the engine and also adapt the engine roadmap to Fortnite.
 
Fornite was built on a great foundation and a big part of that was due to Epic being the creators of Unreal Engine, so they could adapt Fortnite to the engine and also adapt the engine roadmap to Fortnite.
As someone who played Fortnite: Save the World pretty much as soon as it was available, I can say that honestly and truly, Palworld is far, far beyond where Fortnite:Save the World was at its initial release in early access some ~7 years ago.
 
Game just leaves a very bad taste in my mouth. It's clear that the developers knew they were using Pokemon characters and still doneso in bad faith but hey it was also backed by a desperate company like Xbox.

Hopefully, the money earned takes their studio to the next level and their next game can wow us all as they have the potential to be a notable developer. Selling that many copies is insane and still requires attractive gameplay to consumers.

Lmaom what a take.
More people should look at the Digital Foundry video on Palworld. The game is, on a technical level, held together by thoughts and prayers.

This is will massively slow down development of new features, etc.

Unless they, ironically, go the Game Freak route of simply trying to add features and features on top of a sub-optimal base and end up with a monstrosity.

Probably what will end up stopping them from reaching this game's full potential sooner rather than later, this could really become the next Fortnite if they can capitalize quick though.
 
They ain't gonna fix this game, they need to either rebuild it with a bigger team from the ground up and soft-launch a rebuilt game at 1.0 launch, or hire some new guys and make Palworld 2 that they can launch at 70 bucks on Steam and demand tens of millions from Game Pass.

Microsoft would pay them big bucks to make Game Pass a Palworld 2 platform.

That said, this will likely never get fixed and become what it could become. Not sure most of the players give a shit though, people seem to love it.
 
Xbox should lend technical support for crossplay and sku parity. It would strengthen the base surely. There are hacking and stability issues right now on the main servers being reported on Reddit: MS could trade Azure blades and SOC labor for more exclusivity.
From the Xbox blog post.

On Xbox's part, we're working with Pocketpair to help provide support for Xbox versions of the game. We're providing support to enable dedicated servers, offering engineering resources to help with GPU and memory optimization, speeding up the process to make Palworld updates available for players, and working with the team to optimize the title for our platform.
 
The game is, on a technical level, held together by thoughts and prayers.
That makes sense. The team was small, their experience was not that great and they - naturally - did not expect that level of popularity.

Probably what will end up stopping them from reaching this game's full potential sooner rather than later, this could really become the next Fortnite if they can capitalize quick though.
Oh for sure. If they act fast enough it can become the next pokemon.
 
As someone who played Fortnite: Save the World pretty much as soon as it was available, I can say that honestly and truly, Palworld is far, far beyond where Fortnite:Save the World was at its initial release in early access some ~7 years ago.

Very different time and world. PUBG set the stage for Fortnite to eventually eclipse it, and in both cases the growth curve was slow and steady.

The equivalent premise here is that some new game, perhaps called FriendLand with suspciously Pal-looking models, will come in on the coattails and eventually eclipse PalWorld. PalWorld on its own is... on its own, and unlike PUBG didn't have a slow buildup to its success but an explosive out of the gate rush to the top which means the expectations and needs will be much, much more frontloaded.

---

Also I called it, but the sales announcements are a big part of what drives engagement for this game. The Twitch spiked (to 170k) on the announcement, lmao. (Reddit too, obviously, as its a front-page result.)

Edit: I've cleaned up the title and put the data in the OP.
 
Last edited:
Also I called it, but the sales announcements are a big part of what drives engagement for this game. The Twitch spiked (to 170k) on the announcement, lmao. (Reddit too, obviously, as its a front-page result.)

Edit: I've cleaned up the title and put the data in the OP.

Snooping around, one of the factors for today's increase is that Squeezie is streaming the game.
He seemingly only streams on Wednesdays going by his schedule/past broadcasts.
30k~ viewers on Twitch. There's also a Turkish streamer with a current viewership of 25k~ looking at his past broadcasts, he's mostly a just chatting streamer.

So two really larger streamers combining for 50-55k~ And both of them started less than 3 hours ago.
 
Snooping around, one of the factors for today's increase is that Squeezie is streaming the game.
He seemingly only streams on Wednesdays going by his schedule/past broadcasts.
30k~ viewers on Twitch. There's also a Turkish streamer with a current viewership of 25k~ looking at his past broadcasts, he's mostly a just chatting streamer.

So two really larger streamers combining for 50-55k~ And both of them started less than 3 hours ago.

Might have been a weirdly timed coincidence then!

---

Here is PalWorld's release trajectory (orange) vs. current sales reports for fun. The original release growth was very linear, lol!

Messed up the data see here: https://www.installbaseforum.com/fo...-only-prev-8m-in-6-d.2314/page-15#post-226156
 
Last edited:
DAU/MAU comparisons known
  • COD Xbox - 5.6M DAU
  • Fortnite Xbox - 12.8M MAU (some conversions are DAU*3 = MAU)
  • Palworld - 3M DAU, number 1 spot at times
This is crazy. A multiplat Palworld should be reaching 30-40M at this point, and thats just the start.
Imagine if they decided to do a AAA Palworld with good cross platform multiplayer, but does the team have the capability do scale up to AAA dev.
And that's with plenty of CoD games on Xbox. Mainline AAA CoD, Warzone + old titles.
 
Back
Top Bottom