The overseas daily revenue of Yihuan exceeded 100 million yuan, hitting a new record in the domestic market, with PC consoles accounting for 70% of t
Recently, the 1.1 version of the international server of "Strange Loop" was officially launched. With the support of the popular character "Requiem" and the collaboration with "Porsche", the overseas server of the game once again reached a new high since its launch. Among them, the Japanese market performed particularly prominently, and the game topped the iOS game best - selling list at its peak.
Today, when Perfect World had an exchange with investment institutions, it disclosed a large amount of first - hand data. Regarding the 1.1 version of "Strange Loop", Perfect World stated that the 1.1 version of the Chinese server of "Strange Loop" was launched on May 28, pushing it to the 5th place on the iOS game best - selling list. The single - day revenue reached a new high since the public beta.
After the overseas version and the versions in Hong Kong, Macao and Taiwan of China were updated to the 1.1 version on June 3, the Japanese server topped the iOS game best - selling list and jumped to the 2nd place on the overall iOS best - selling list, and it jumped to the 4th place on the South Korean iOS game best - selling list. The total single - day revenue in overseas and Hong Kong, Macao and Taiwan regions exceeded 100 million RMB, continuously setting a new high.
In addition, in the Q&A session, the official also responded again to the proportion of each platform of "Strange Loop". Among them, the domestic PC accounts for about 60%, while the overseas PC + PS consoles account for about 70%. Compared with the previous data of 65% in the domestic market and 75% in the overseas market, the proportion has decreased, but it still remains at a high level. It can be seen that "Strange Loop" is not a product that simply relies on mobile - end revenue.
Finally, the official also emphasized that it is the company's clear product strategy to build "Strange Loop" into a long - term operation, IP precipitation and sustainable development product. The company will continue to ensure the investment, continuously improve the product content, enhance players' word - of - mouth and user retention, consolidate the long - term foundation of the game, and on the basis of the traditional character card pool, further explore other commercialization methods such as urban gameplay, so that it can gradually grow into a benchmark for the company's long - standing games.
The following is the exchange record of the Q&A session of Perfect World's investor relations activities:
Q1: The update of the 1.1 version of "Strange Loop" performed well. What are the highlights in commercialization?
A1: "Strange Loop" is based on a long - term perspective, giving priority to user retention and players' word - of - mouth, and continuously polishing the product experience to lay a good foundation for active users. In the 1.1 version, the popular character card pool "Requiem" and fashion were launched, and at the same time, the collaborative vehicle and skin of "Porsche 918 Spyder" were put on the shelves. In addition to the traditional character card pool, the consumption scenarios of urban management gameplay were successfully expanded. On the day of the 1.1 version update, the revenues both at home and abroad exceeded the single - day high since the public beta, verifying the commercialization logic of "Strange Loop" which combines the secondary element and urban management, and the long - term potential of the product is promising.
Q2: How is the optimization progress of the mobile version of "Strange Loop"?
A2: The project team is continuously optimizing the performance of the mobile version to provide players with a better gaming experience. At the same time, the cloud game version "Cloud · Strange Loop" has been officially launched on the Android and iOS platforms, and players can also enjoy the high - quality and high - frame - rate gaming experience through "Cloud · Strange Loop".
Q3: What is the proportion of large - screen terminals of "Strange Loop"?
A3: The proportion of large - screen terminals of "Strange Loop" at home and abroad has been at a relatively high level. Based on the revenue contribution as the statistical standard, as of now, the domestic PC accounts for about 60%, and the overseas PC + PS consoles account for about 70%.
Q4: Which overseas regions are the main contributors to the revenue of "Strange Loop"? What work has been done in overseas distribution?
A4: "Strange Loop" has performed well in major overseas regions such as Japan, South Korea, North America and Europe. It has been particularly eye - catching in the Japanese market, the stronghold of secondary - element games. The update of the 1.1 version pushed the Japanese server to the top of the iOS game best - selling list and the 2nd place on the overall iOS best - selling list. Since the public beta, "Strange Loop" has long been among the top of the Japanese PS game best - selling list.
Most overseas regions of "Strange Loop", including Japan, South Korea, Europe and the United States, are distributed by the company independently. The company adopts differentiated distribution strategies for different regions according to local conditions, and through refined local operation and diversified multi - platform promotion plans, it helps the game achieve good results. Since the public beta, the revenue contribution of "Strange Loop" overseas has been higher than that in the domestic market, and its performance in going global is remarkable. The company will continue to deeply cultivate the overseas market of "Strange Loop" to open up a new situation for the company's game overseas business.
Q5: What is the overall promotion and distribution investment of "Strange Loop", and what are the principles for recognizing revenue and expenses?
A5: The company focuses on the differentiated features and high - quality content of "Strange Loop", and adapts to diversified marketing methods, covering multiple platforms such as Taptap, Bilibili, Douyin, Google, Meta, X, and TikTok. Through offline experiences, brand collaborations, live broadcasts by anchors, online traffic purchases, refined community operations, and incentives for players' second - creation, it promotes the good performance of the game.
New games usually conduct intensive market promotion activities in the early stage of the public beta. The relevant marketing expenses are recognized at one time in the period when they occur, and the recharge revenue is recognized as income in installments during the player's life cycle. There will be a temporary mismatch between revenue and expenses in the early stage of the game's launch.
As the company's key product, the company will give priority to continuously ensuring the investment in talents, resources and other aspects of "Strange Loop", and at the same time, dynamically adjust its promotion and distribution investment according to factors such as the product version rhythm to help the long - term operation of the product.
Q6: "Strange Loop" has broken the phenomenon of "the revenue on the first day of the public beta is the peak". How does the company view the sustainability of the revenue, and what is the subsequent commercialization plan?
A6: Building "Strange Loop" into a long - term operation, IP precipitation and sustainable development product is the company's clear product strategy. At present, in the secondary - element urban open - world track, "Strange Loop" has an obvious first - mover advantage. The company will continue to ensure the investment, continuously improve the product content, enhance players' word - of - mouth and user retention, consolidate the long - term foundation of the game, and on the basis of the traditional character card pool, further explore other commercialization methods such as urban gameplay, so that it can gradually grow into a benchmark for the company's long - standing games.
(Source: Jinghe)

