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4399 mini games are going global again: Lightweight Warcraft MMO launched in Hong Kong, Macau, and Taiwan, with an estimated revenue of over 20 million in the first month!
Diandian_official
03/26/2026
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In the past two months, 4399 has shown continuous new trends and active performance in the gaming market.

Catch&Build: Land of Pals was launched on Google Play in 46 countries and regions on January 17th. With the contraction of advertising, the daily revenue has dropped from a peak of 100000 to around 10000. At the same time, the appointment page shows that the launch date of the App Store has been delayed from February 8th to May 11th, which is estimated to be directly linked to the testing performance.



After achieving good results in the Chinese, Hong Kong, Macau, Taiwan (November 25), and South Korean markets (December 25) last year, "Heroes Come to Play" officially landed in 11 regional markets in Southeast Asia and Oceania on March 17 this year (international service "Haunted Room: Sleep Survivor"), with daily revenue fluctuating between 200000 and 300000 yuan. The current growth trend is not significant, but it is expected to be fully launched in the global market in the near future, attracting a wave of high growth. In addition, the appointment page of the Japanese App Store for the game shows that it will start testing on April 17th. As the game's background setting is highly compatible with the high-pressure workplace environment in Japan, its subsequent performance is highly anticipated.




Compared with the high popularity and attention of the first two games, it was found that on February 26, 4399 launched a lightweight MMO in Hong Kong, Macao and Taiwan, China, called "The Braves Come to Open the Group", which also seems worthy of attention. The number of advance reservations exceeded 1 million, ranking top 10 in the free list of iOS games in China and Taiwan for two consecutive weeks. The daily water flow reached 1.5 million at the highest level, and is expected to break 20 million in the first month.



Regarding the specific market data, product experience, gameplay content, and operational promotion of the game, Dian Dian Hai will elaborate in detail in the following text.



01

Received 19 million yuan in revenue after 23 days online

Continuing the template based distribution strategy repeatedly validated by 4399



According to Diandian's data, the pre download of the game was launched one day ahead of schedule (February 25), and it achieved 17000 downloads that day, increasing to 36000 on the first day of the public beta. The iOS game free list also reached the first place in Hong Kong and Macao, China, and the second place in Taiwan, China, China. The daily download reached the peak of 42000 on the third day. However, the data began to fluctuate, and the current daily download was less than 3000. The corresponding iOS game free list also ranked only in Taiwan, China, China 24, Macao, China 30, and Hong Kong, China 32.



In terms of running water, the first day was about 133000 yuan, and then it began to grow rapidly until it reached a peak of 1.5 million yuan on the seventh day. During this period, the highest game ever came to the 12th place on the Taiwan, China iOS game bestseller list, followed by a daily flow of about 10 days at the threshold of 1 million yuan. In the middle of March, the data began to decline significantly, and the current daily flow is about 320000 yuan (located in the 47th place on the Taiwan, China iOS game bestseller list).



Up to now (March 20), The Brave Comes to the Open Beta in Hong Kong, Macao and Taiwan for 23 days, with a cumulative download of about 463000, of which Taiwan, China contributed 82.3%; The total water flow is about 19 million yuan, with Taiwan, China and Hong Kong accounting for 75.85% and 23.18% respectively.

As is well known, 4399 was one of the first manufacturers to enter the small game business and achieve further growth through this business. Therefore, in the past one or two years, many of 4399's products have followed the distribution strategy of starting with small games, then on the domestic APP side, and finally subcontracting to overseas markets for different regions.

As mentioned above, 'Catch&Build' and 'Heroes Come and Play' are like this, and 'Brave Come and Start a Team' is naturally the same.

Public information shows that in 2024, the Chinese version of "Brave League" has already started testing. At the end of April 2025, it will launch a WeChat mini game, and in early May, it will be listed in the top 20 of the mini game bestseller list. In August, it was still in the top 60 of the bestseller list, but gradually began to drop from the top 100.




In early July, the "League of Legends" app was officially launched, but due to minimal promotion and advertising, the data was relatively average. In the first month, the iOS revenue was only 2.5 million, and it quickly declined thereafter, currently less than 500000.




Overall, the Chinese version of the app is more like a transitional optimization stage for games from mini games to overseas apps, without having to bear too much commercial pressure. Returning to the Chinese Hong Kong, Macau, and Taiwan version of "Brave Come and Start a Team", its short-term outbreak is obvious, but it is already slightly "tired". It is estimated that the market performance will be consistent with the direction of the mini game version, and there will be challenges in the long run.



02

3 reasons to support short-term explosive growth

Long term operation faces numerous challenges


As for the short-term outbreak of "Brave to Open a Team", the first reason is related to the game's packaging. It adopts a Warcraft like theme, where players take on the role of a boy who was once addicted to online games. Now summoned to the magical continent, he gradually grows from a nobody to an alliance influence. In terms of art, he also strives to showcase the Warcraft style. In addition, exploration of the big map, career transfer, red and blue potions, world bosses, etc. are all used to attract core players with emotions.




Secondly, it is related to the simplification of gameplay. The core gameplay of the game remains MMORPG, with individual and team dungeon exploration within the game and deep character development outside, forming an exclusive genre from the aspects of equipment, skills, professions, and pets. But it has made a lot of lightweight designs, such as not having a huge worldview and complex main storyline, using a virtual joystick and automatic attacks throughout the operation, simplifying the skill system and interactive system, and so on.



Simply put, at the gaming level, the game utilizes first impressions to attract passionate players, and then uses light design to lower the threshold and expand users while retaining MMO immersion. At the same time, it retains the content of core combat power development to ensure players' long-term experience and core payment points.

Furthermore, it is related to promotion. According to extensive big data, as early as early as November 2025, the game began its first testing in Hong Kong and Macau, China - the "reignition test". The second testing "departure" test began on December 19 of the same year, but as the testing ended, the release quickly closed.



Until January 26, 2026, when pre appointment was made, the game officially started its public beta warm-up (one month in advance). The advertising volume significantly increased one or two days before the public beta, reaching a peak of 1092 daily advertising on the day of the launch (mainly highlighting benefits, lightweight experience, and treasure brushing in terms of materials).



The above are all key factors that enable games to exert short-term market power, and as for the current "weak" trend that has been shown, the reasons are also diverse. For example, at the gaming level, although the completeness is not high and the overall pace is tight in the first and middle stages, as the level increases, it will fall into a period of fatigue of flashing and upgrading, and there will be a sense of disconnection in the experience;

For example, after the public beta, the high position of the advertising side did not continue for too long before it began to shrink;

In terms of product promotion, it is still the same set commonly used in the traditional Chinese market. The high-frequency operation of official social media platforms, various lottery activities, theme songs and music videos, the launch of special web applications, and bulk recommendations for internet celebrities, etc., have obvious lack of innovation in the process, and there is not much splash in important community construction and operation aspects.





03 Summary

In summary, after establishing a foothold in the field of mini games with multiple popular products, 4399 has continued to use its repeatedly validated release strategy to expand new products in multiple categories, and "Brave to Open a Team" is one of them.

The product and promotion aspects of this game have obvious advantages and disadvantages. It can be estimated from the advertising intensity and strategy of 4399 that at the company level, this game is not a key product and is likely to be a regular work for 4399 to explore the MMO track of small games, relying on short-term explosive profits in various regional markets.

In fact, on March 19th, its Korean server "동와모험단" was officially launched, with a turnover of about 20000 yuan on the first day and an increase to around 190000 yuan on the third day. More markets will definitely be launched in the future, especially in the European and American markets, which are more suitable for the style and may receive unexpected surprises.