In the "smoke filled" SLG sea track, there are always "new games" that can find a "way out" to break through. For example, "Last Asylum: Plague" officially launched by Sanqi Interactive Entertainment at the beginning of this year achieved a monthly revenue of over 15 million US dollars (about 101 million yuan) in April with its "Black Death theme+arcade gameplay". Currently, the revenue is still growing.
Recently, DianDian Data found that a "new game" under Zhangqu Technology called "Titan Rush: Survival" (Google Play name "Titan Rush", hereinafter referred to as "Titan Rush"), with "mecha+shooting+beauty" as its selling point, achieved a download volume of over 1.6 million in just two months.
In the following text, DianDian Data will analyze in detail the current market performance, testing iteration process, gameplay experience, and impact on Palm Fun of the game.
01
The first round of advertising saw a boost, and the ability to attract traffic was good
Two months of 1.325 million US dollars, with a month on month increase of 58.5% in monthly revenue
Dian Dian data shows that "Titan Rush" will be released on Google Play in a few countries and regions in mid January 2026, but the Android advertising platform has already made some moves as early as early December 2025.
On March 12th, the game generated market data that can be counted, accelerating its entry into the global market. In early April, it gradually launched on the App Store in various regional markets, and the Apple version also began. In the middle of the same month, with the expansion of the advertising volume, the game reached the top 100 of the Google Play game free list in a few regional markets.
At present, the game has been launched in 170 countries and regions around the world. In the past 30 days, the number of materials released after deduplication on the Android version is about 6000, while on the Apple version it is 1432. From the trend of release, the first wave of expansion has begun to slow down.
In terms of market performance, in terms of download volume, since mid March, the daily download volume has been fluctuating between 10000 and 20000 for the first month of data collection. In mid April, the daily download volume surged to a high of 30000, but after less than 5 days, the data began to decline. Currently, the daily download volume is slightly fluctuating around 10000.
As of May 17th, the game has been tested for just over two months, with a cumulative download volume of approximately 1.622 million (796000 in the first month and 789000 in the second month). Among them, the United States, Brazil, and Russia rank in the top three with 15%, 11.57%, and 9.33% respectively. In terms of platforms, Google Play (87.88%) has an absolute advantage.
In terms of daily revenue, in the first month of data generation, the daily revenue fluctuated between 10000 to 15000 US dollars (approximately 70000 to 102000 RMB), but there was a slight increase in daily revenue starting from April 18th, currently around 24000 US dollars.
At present, the estimated cumulative revenue of the game is around 1.325 million US dollars (first month revenue of 470000 US dollars, 3.2 million yuan, second month revenue of 745000 US dollars, 5.1 million yuan, a month on month increase of 58.5%), which is about 9.01 million yuan. Among them, the United States (46.86%), France (7.6%), and Germany (6.95%) rank in the top three. In terms of platforms, Google Play accounts for 84.31%, accounting for the majority of the contribution.
Overall, these two months can be considered as the first expansion test of Titan Rush. The data changes throughout the process have been relatively smooth, with no sharp increase or decrease. It is estimated that some core indicators are still being verified. However, based on macro data alone, the game's ability to attract traffic is good, and it is worth looking forward to in terms of revenue after its official launch.
02
The overall gameplay is average
Theme packaging and hook gameplay are the key points of differentiated experience
The potential currently demonstrated by Titan Rush is directly related to the differentiated experience of the game itself.
The work does not continue to use the traditional expression of zombie siege in terms of theme, but instead takes "underwater shelter+doomsday mecha+beautiful female conductor" as a cut to create a more sci-fi disaster film product temperament. In the background setting, the sea engulfs civilization, and a monster named Chimera tears apart the human home. Survivors are forced to retreat to a dilapidated underwater base. The player takes on the role of the protagonist, who needs to repair the shelter from the most basic power, food, and living space, gradually awakening the Titan mecha sleeping deep in the base, and configuring different beautiful commanders for the mecha.
The game packaging focuses on "Deep Sea Lonely City" and "Revival of Giant Weapons". The base is not an ordinary city, but the last life capsule of human civilization; The main combat unit is not a regular soldier, but a deep-sea mecha capable of confronting giant beasts head-on. This setting naturally has a strong visual impact and is easier to convert into high-intensity images such as mecha firing, monster pressure, and base collapse in the buying materials.
In terms of gameplay, this game is still a typical task driven casual SLG product, with many traditional skills such as repairing infrastructure, battle levels, monster hordes, and rescuing beautiful commanders in the early stages. However, the "hook" gameplay is designed as a first person shooter for driving mechs, with slight innovations in operation, changing from the traditional control of movement to "automatic forward movement+control of shooting direction". During the battle, specific buildings or supplies can be attacked to obtain temporary reinforcement effects, and different beautiful commanders can also be rescued.
The game even added a "push level racing ranking" to this side gameplay to enhance the sense of purpose.
After entering the mid-term, the key lies in the building upgrade cycle and multi line cultivation. The former still follows the classic path of "collecting resources, upgrading buildings, unlocking systems, strengthening combat power, and obtaining more resources". The latter, the Titan system and the Commander system are dual core, with Titan serving as the player's main battle platform, determining basic firepower, defense capabilities, and combat performance. Different components, weapons, modules, or chips correspond to different performances. Commander is a capability plugin on the platform that changes Titan's combat style through skill, passive, and attribute bonuses. Each Titan can be configured with multiple heroes.
Later on, the focus shifted to alliances and world maps, alliance missions, joint hunting Chimera Boss、 Regional competition, alliance events, and other content are all available.
Looking at the entire product, it can be found that the theme packaging and front-end gameplay are its main highlights, and the current set of gameplay can be summarized because Titan Rush is not a purely new game.
03
Zhangqu Technology explores SLG track for 5 years
Titan Rush iterates multiple versions, may become a key breakthrough for the company
In 2021, Zhangqu Technology suffered a loss of up to 1.2 billion yuan. In order to break through the predicament, the company began to adjust its organizational structure and decided to focus on the SLG track in addition to the previously accumulated MMO and card categories. From then until 2023, Palm Fun focused on testing four products: "City of Crime: Gang Wars," "The Last Rafts," "The Last Ark," and "Battle for Ascalon.
The Last Ark, which began testing in August 2023 (earlier it was tested under the name Warship Command: Conquer The Ocean, but at that time it was a traditional SLG based on naval warfare), was the predecessor of Titan Rush.
At that time, "The Last Ark" adopted the theme of the end of the sea disaster, with the main city already set as an underwater shelter. It used a horizontal board construction gameplay and integrated simple simulation management gameplay elements. The COK like framework was used as the SLG gameplay framework, and the battle levels were card placement gameplay with real-time elimination elements.
In September 2023, "The Last Ark" referenced the simulation management gameplay of WOS, and soon after, Palm Fun iterated "Rise of Titans" on "The Last Ark", changing the theme to mecha. The main city is still an underwater shelter, and a "elimination of connections+turn based RPG" challenge gameplay was developed. However, their data was not ideal.
At the end of July 2025, the game will be iterated again and tested under the name "Legends of Titans". In November of the same year, its gameplay has abandoned the previous simulation management gameplay similar to WOS, transitioning from first person main perspective shooting to commanding mechs for combat. At the same time, only mech components can be obtained during the card draw stage.
Legends of Titans will be officially taken down in mid May 2026. It is estimated that Titan Rush is the final product of iterative optimization, and whether to promote it after expansion may be determined based on the performance of core data.
Since deciding to refocus on the SLG track, Palm Fun Technology has spent nearly 5 years testing new games, with frequent adjustments and iterations. However, there have been no new games that can be developed. According to its 2025 financial report, there are currently three SLG games under development, namely "Code H", "Code LS", and "Code QS". In addition, there is an exclusive agent SLG game "Code F3", and the early "Code S" project has been discontinued.
Overall, the exploration of SLG by Palm Fun Technology has clearly not been smooth, so the potential demonstrated by Titan Rush in this expansion test is particularly valuable. If the game can have its own place in SLG overseas in the future, it may help Palm Fun usher in a new window of development.
