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MoonFox Analysis | Dungeon & Fighter Generates $137 million in first week – Can the youth touch help regain the glory of the original PC game?

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About us: Aurora Mobile (NASDAQ: JG) established in 2011, is a leading customer engagement and marketing technology service provider in China. Its business includes notification services, marketing growth, development tools, and data products. As its sub-brand, MoonFox Data is a leading expert in data insights and analysis services across all scenarios, aiming to help companies gain market insights and empower precise decision-making.

SHENZHEN, China, July 9, 2024 /PRNewswire/ — On May 21, 2024, Dungeon & Fighter (DnF mobile) was officially launched. It is estimated that its revenue across iOS and Google play has exceeded US $137 million in the first week, with total revenue expected to approach US $412 million in the first month. Despite delaying the release for four years, the game attracted significant attention from players during the pre-registration and testing phases, showing impressive performance on its first day. What promotional journey did Dungeon & Fighter undergo through multiple rounds of pre-launch activities? Can Dungeon & Fighter meet player’s demands in terms of gameplay, economic system, and event settings to achieve long-term development?

I. With a stable promotional strategy, Dungeon & Fighter starts with an understate approach 

In early February 2024, Dungeon & Fighter received its license approval, and the anticipation of “launching within the year” increased the game’s buzz. At the end of February, the official opened qualifications for access to the test server, revealing some game content and settings. In March, Xuxubaobao, a top streamer in China, held his first Dungeon & Fighter live stream, with peak viewership surpassing 4 million in the live streaming room. During the live streaming, he mentioned gameplay such as “equipment enhancement won’t damage weapons” and “sky set synthesis.” As of the end of March, Tencent maintained a wait-and-see attitude and did not release large-scale test materials for the game.

On April 22, the game officially announced its launch date for May 21. From this point onwards, the official began intensifying their marketing efforts. According to the data of DataEye, the daily release of promotional videos and images exceeded 2,300 pieces after the announcement. By the end of April, pre-registration numbers for the game had surpassed 50 million. In early May, Xuxu Baobao had a live voice chat with the game planners to discuss issues that players are concerned about, such as future character releases, enhancement limits, and free trading. On the whole, from February to early May, the official did not intervene much in game promotion and public perception, and more genuine complaints and doubts from players emerging gradually. However, the game’s popularity and number of pre-registrations remained unaffected and continued to rise.

Proportion of Top 30 Creative Materials While Pre-launching Dungeon & Fighter

Creative Materials

Proportion (%)

DNF classic settings (gameplay/content)

40 %

Emphasizing the launch date of the game

23 %

Equipment elements

20 %

The launch event

10 %

CG animation

7 %

Data source: DataEye

Since May, the official promotional materials have been intensively released, with gameplay and launch date as the core selling points; in terms of format, KOLs oral broadcasts and influencer videos accounted for the highest proportion, making up nearly 80% of the total. According to DataEye data, on the first day of product launch on May 21, over 16,000 pieces of promotional material were deployed. Combined with a large-scale investment phase, the game attracted a significant influx of players on its launch day. According to MoonFox data, activities such as character creation and ID registration on May 20 brought 3.16 million new additions for the game. The game was officially launched on May 21, attracting a daily increase of 3.23 million users.

Overall, Tencent’s promotion and marketing strategy for Dungeon & Fighter can be seen as relatively conservative. They did not innovate extensively in terms of materials or promotional strategies, and their choice of KOLs, focused on Xuxu Baobao, reflects a stable approach. This indicates a preference for attracting “returning” players from the original PC game. Generally speaking, user growth aligns with official expectations. However, in the long term, gameplay and economic settings remain the core of DNF-like games, and DNF itself is no exception.

II. Content gameplay + economic system shapes the long-term viability of the game

In terms of gameplay, Dungeon & Fighter faithfully reproduces the storyline and mechanics of the original PC game, including the equipment system (Epic, Teranite, Terracotta Legacy, Enhancement), dress-up system (Abyss Sky advanced outfits, etc.), and level designs (Ruins, Wailing Caves, Imperial Trials, etc.), achieving a high degree of fidelity.

However, in terms of version settings, the Chinese server of DNF mobile still lags far behind the Korean server. For example, in terms of levels, the current maximum level in the Chinese server is 50, whereas the Korean server has already reached level 70; and in terms of storyline, the Korean server has progressed to Flame Buster Annactswell, while the Chinese server has yet to officially open the LOTUS Long Legs. At the same time, extensive modifications to game content involving violence and bloodshed have also faced heavy criticism from players.

Despite lagging behind in versions, the Chinese server has rarely disclosed the updates content and exact release date of the upcoming game, launching instances or new professions on a weekly basis. Firstly, the game updated the Abyss instance within the first week of its launch, meeting the needs of high-level players who quickly clear levels to obtain “endgame gear”.

Average number of launches per user for Dungeon & Fighter from May 22 to Jun 6

 Date

Number of launches per person

2024/6/6

6.05

2024/6/5

6.51

2024/6/4

6.02

2024/6/3

5.24

2024/6/2

5.44

2024/6/1

5.51

2024/5/31

5.70

2024/5/30

5.90

2024/5/29

6.07

2024/5/28

5.52

2024/5/27

5.85

2024/5/26

5.00

2024/5/25

5.86

2024/5/24

5.31

2024/5/23

5.47

2024/5/22

5.64

Data source: MoonFox iApp; Data cycle: May 2024 to June 2024; The statistical results only contain application client data, excluding ecological UV data such as web pages, applets and Quick App.

And then the Bermark Imperial Trials and the Clown instance were launched. After the release of these new instances, the average number of launches per user rapidly increased. According to MoonFox Data, the average daily launches per user for Dungeon & Fighter reached 6.02 times on June 4, and maintained at 6.51 times the following day, setting a short-term record high.

We believe that the long-term accumulation of gameplay and content is an advantage of Dungeon & Fighter compared to other products. For example, the upcoming release of the Sword Soul and Asura professions on June 17 has led many players to “cap their experience” at level 49 (at which point users can reselect their profession). After the release of these professions, metrics such as online users and playtime are expected to increase significantly. In the future, content updates will be key to ensuring the long-term viability of Dungeon & Fighter. At the same time, DNF-like games also rely heavily on a cyclical and sustainable economic system.

Dungeon & Fighter has established a relatively closed economic system. From cash points to Terra, the flow of player investments is almost entirely one-way. Players cannot trade directly with each other, and the auction house is the only option. In terms of players, the Terra system provides a path for “non-paying” players to exchange time for materials, trade materials for Terra, and use Terra to purchase equipment to enhance their attributes. Most items, except for rare and limited ones, can be purchased with Terra. This setup has established a user base of “grinding players”, ensuring the game’s user base and vitality; In the auction house setup, the official enforces average, minimum, and maximum prices for items, ensuring market price stability through strong intervention of the system.

Against this background, Dungeon & Fighter has developed a relatively stable and officially controllable economic system. Although players cannot trade freely, by earning Terra, more casual players can increase their Anti-Magic Power (i.e., combat power), enabling them to participate in high-level raids and monetize their efforts by leading raid groups.

III. The profile of “veteran players” is clear, and their gaming habits and needs will become more defined

From marketing to gameplay setting, stability has been the core strategy of Dungeon & Fighter since its launch. As an IP that has been launched as a PC game for 16 years and as a mobile game in the Korean server for 2 years, retaining the existing player base and ensuring long-term retention are critical for the sustained growth of Dungeon & Fighter.

Dungeon & Fighter User Age and Gender Distribution (May 2024)

Age

Proportion (%)

Gender

Proportion (%)

15 years old or younger

2 %

Male

88 %

16-25 years old

34 %

Female

12 %

26-35 years old

48 %

36-45 years old

12 %

46 years old or older

4 %

Data source: MoonFox iApp; Data cycle: May 2024; The statistical results only contain application client data, excluding ecological UV data such as web pages, applets and Quick App.

According to MoonFox Data, currently, over 88% of Dungeon & Fighter players are male, with the highest proportion of 48.23% in the age group of 26 to 35 years old. The core audience for the mobile game are post-85s and post-90s males who were once “addicted” to the PC game. Most of this group has entered the workforce and has relatively stable jobs, providing them with disposable income and a willingness to play games. However, due to work and life commitments, their gaming time is relatively concentrated (mainly in commute time and lunch breaks).

In general, this player group is more sensitive to adjustments in game content and mechanics. Compared to graphics and new content releases, they are more concerned about whether the game experience can replicate the original PC game and whether the high difficulty of past maps can maintain the “strong social interaction” features (such as the COF index from those days). Currently, players’ evaluations of the fidelity of Dungeon & Fighter to the original game is average. Topics such as “Abyss drop rates” and “raid equipment” generate more discussion.

We believe that Dungeon & Fighter is still in a period of rapid development, with the “60 version” window still open, and players are still showing a strong willingness to play. In the future, avoiding excessive “grind and spend” mechanics, providing more balanced and fair drop rates, and not deliberately prolonging the release intervals for new professions and content updates will be the foundation for the stable development of Dungeon & Fighter after the heat subsides. We look forward to the future development of the product and its potential to bring new growth to Tencent’s gaming sector in their financial reports.

MoonFox Data is a China leading expert in full-scene data insight and analysis services. With comprehensive, stable, safe and compliant mobile big data foundation as well as professional and precise data analysis technics and artificial intelligence algorithms, MoonFox Data has successively launched various products such as mobile application data (iApp – flagship version, applet version, vendor version, overseas version), brand insight data (iBrand), marketing insight data (iMarketing), financial alternative data, and provided professional research and consulting services through MoonFox Research Institute, aiming to use data to help enterprises gain insights into the market increments and empower the precise business decision-making.

Aurora-Moonfox consistently monitors industry development and regularly tracks corporate performance. The following is our research report on industry hotspots:

《Luckin Coffee has successfully secured a dominant position in the market through rapid expansion and a broadening customer base》;《Xiaomi Cars were Finally Released, and How About the Group’s Confidence?》;《How WeChat Channels Burdens of Tencent’s Hopes for the Future Amidst Rapid Commercialization》

If you need a copy of the report, feel free to contact one of us.

Our Information:

Website: https://www.moonfox.cn/
Contact number: 400-888-0936 

Contact us:

Name: Felix
Title: Director of Sales, Industry Insight Division
Tel: +86 -13366276383
Email: zhouzt@jiguang.cn  
Address: 608/F, Tower B, Wintrust Center, No. 1 Xidawang Road, Chaoyang District, Beijing, China

Name: Janette Zhou
Title: Marketing Manager
Tel: +86-13928239332
Email: zhouxt@jiguang.cn  
Address: 608/F, Tower B, Wintrust Center, No. 1 Xidawang Road, Chaoyang District, Beijing, China

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SOURCE Aurora Mobile Ltd

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Bit Digital, Inc. Announces Third Quarter 2026 Earnings Release Date and Conference Call

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NEW YORK, Oct. 28, 2026 /PRNewswire/ — Bit Digital, Inc. (Nasdaq: BTBT) (“Bit Digital” or the “Company”) today announced that it will release its financial results for the third quarter ended September 30, 2026, before the market opens on Thursday, November 12, 2026.

Senior management will host a live webcast and conference call to discuss the results at 8:30 a.m. Eastern Time on Thursday, November 12, 2026.

To register for the webcast, please click here. Participants may also join the conference call by dialing 1-800-330-6730 and, when prompted, entering the passcode: 489157.

About Bit Digital

Bit Digital (NASDAQ: BTBT) is a Strategic Asset Company (SAC) focused on active participation in Ethereum infrastructure and controlling equity exposure to AI/HPC infrastructure through its majority ownership stake in WhiteFiber (NASDAQ: WYFI). The Company purchases and stakes ETH to generate protocol-native yield and participates directly in the Ethereum network. Bit Digital allocates capital with a focus on long-duration, foundational infrastructure, and disciplined balance sheet management. For additional information, please contact ir@bit-digital.com, visit our website at www.bit-digital.com or follow us on LinkedIn or X.

Investor Notice

Investing in our securities involves risks worth considering, before making an investment decision. All current and potential investors are advised to regularly review the risks, uncertainties and forward-looking statements described under “Risk Factors” in Item 1A of our Annual Report on Form 10-K for the year ended December 31, 2025 (Annual Report) and any subsequently filed quarterly reports on Form 10-Q and any Current Reports on Form 8-K. If any material risks were to occur – including those not presently known to us or currently deemed immaterial – our business operations may be impaired, and our financial condition or operating results would likely suffer. In that event, the value of our securities could decline, and you could lose part or all of your investment. In addition, our past financial performance may not be a reliable indicator of future performance, and historical trends should not be used to anticipate results in the future. See “Safe Harbor Statement” below.

Safe Harbor Statement

This press release may contain certain “forward-looking statements” relating to the business of Bit Digital, Inc., and its subsidiary companies. All statements, other than statements of historical fact included herein are “forward-looking statements.” These forward-looking statements are often identified by the use of forward-looking terminology such as “believes,” “expects,” or similar expressions, involving known and unknown risks and uncertainties. Although the Company believes that the expectations reflected in these forward-looking statements are reasonable, they do involve assumptions, risks and uncertainties, and these expectations may prove to be incorrect. Investors should not place undue reliance on these forward-looking statements, which speak only as of the date of this press release. The Company’s actual results could differ materially from those anticipated in these forward-looking statements as a result of a variety of factors, including those discussed in the Company’s periodic reports that are filed with the Securities and Exchange Commission and available on its website at https://www.sec.gov. All forward-looking statements attributable to the Company or persons acting on its behalf are expressly qualified in their entirety by these factors. Other than as required under the securities laws, the Company does not assume a duty to update these forward-looking statements.

Investor Contact

Charley Brady
Head of Investor Relations
ir@bit-digital.com

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Polish Creator Łatwogang Named Impact Creator of the Year as Tiltify Unveils the Creator Impact Class of 2026

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From livestreams and gaming to road trips and stadium events, inaugural honorees celebrate the creativity and community shaping a new culture of giving

LOS ANGELES, Oct. 28, 2026 /PRNewswire/ — Tiltify, the platform behind more than $500 million in creator-driven charitable fundraising worldwide, today named the Creator Impact Class of 2026, the inaugural class of its annual Creator Impact Honors. Co-founder and CEO Michael Wasserman announced the winners during a livestream on twitch.tv/tiltify.

Polish internet creator Łatwogang received the program’s top honor, Impact Creator of the Year, along with the Grassroots Mobilization Award and the Storytelling for Impact honor. In April 2026, Łatwogang hosted a nine-day charity livestream on YouTube as part of “Diss na raka” (Diss Cancer), an initiative involving Cancer Fighters, rapper Bedoes 2115 and other creators and supporters. Bedoes recorded the song “Ciągle tutaj jestem (diss na raka)” with Maja Mecan, an 11-year-old receiving cancer treatment. Donations, auctions, charity events and partner and creator initiatives brought the campaign’s total to more than $76 million.

The honors also recognize creators whose smaller audiences have come together to make an outsized difference. Atheenabean, a Twitch creator whose community fundraises as the Bean Squad, won the Small-But-Mighty Fundraiser award for raising $27,865 for St. Jude Children’s Research Hospital and Project HOPE. Of the 531 donations across her two campaigns, 478 were under $100. Creator couple Taz Zammit and Alessia Allfree received the First Light award for their 2025 annual 24-hour fundraiser, which raised $11,404 for Altru, an all-volunteer charity the pair had volunteered with the year before.

“This class covers just about every way a creator can raise money for a cause, from a nine-day livestream in Poland and a bike ride across Japan to a football match at Wembley and a Minecraft server where donors bought their names onto signs,” said Michael Wasserman, co-founder and CEO of Tiltify. “These honorees give people creative, meaningful ways to help. They make generosity part of their communities’ lives, and that’s what we built the Honors to celebrate. We’re grateful to every creator, moderator and community member whose work made this year’s class.”

Other honorees include the ZEvent team, whose September 2025 marathon in Montpellier brought together nearly 350 French-speaking streamers and raised more than $18 million for healthcare workers, patients and cancer research. The Sidemen’s Charity Match drew a reported 2.26 million peak concurrent viewers and 90,000 live fans in attendance at Wembley Stadium, and raised more than $8.2 million for Bright Side and M7 Education. Ryan Trahan and Haley Pham’s 50 States in 50 Days series raised $11,662,411 for St. Jude, and any single donation of $50,000 or more triggered a spin of the “Wheel of Doom,” which added a new constraint to the trip. Hermitcraft’s Minecraft charity weekend for Gamers Outreach, where donors could buy their names onto signs in the game, received two honors. Yogscast’s Jingle Jam 2025 also received two, including the fan-voted Community Choice Award, and John and Hank Green received both the Livestream Impact Award and the Legacy of Giving honor.

An independent eight-member jury that included creator MatPat selected the winners after reviewing nominations and impact data supplied by Tiltify. Tiltify administered the program and had no vote. Nominations were open to creators on any platform, whether or not they had fundraised through Tiltify.

The full Creator Impact Class of 2026:

Impact Creator of the Year: Łatwogang, “Diss na raka” (more than $76 million)Big Heart Award: jesthehuman (more than $813,000 across 17 Tiltify campaigns and two itch.io game bundles, No ICE in Minnesota and No ICE in California)Small-But-Mighty Fundraiser: Atheenabean and the Bean Squad ($27,865 for St. Jude and Project HOPE)Community-Powered Fundraiser of the Year: ironmouse (more than $1.3 million for the Immune Deficiency Foundation)Grassroots Mobilization Award: Łatwogang, “Diss na raka”First Light: Taz & Alessia ($11,404 for Altru)Behind-the-Scenes Impact Award: ZEvent Team, ZEvent 2025 (more than $18 million)Fandom Impact: Helldivers 2 Freedom Alliance, HEROES ’26 ($270,163 for Save the Children)Storytelling for Impact: Łatwogang, “Diss na raka”Livestream Impact Award: John and Hank Green, Project for Awesome 2026 (approximately $4.2 million)Most Innovative Fundraising Concept: Ryan Trahan, 50 States in 50 Days ($11,662,411 for St. Jude)Interactive & Incentive Design: Hermitcraft, Gamers for Giving ($1,126,229 for Gamers Outreach)Best IRL Fundraising Event: The Sidemen, Sidemen Charity Match (more than $8.2 million for Bright Side and M7 Education)Marathon / Endurance Fundraising Award: Cdawg, Cyclethon 5 (more than $1.47 million for the Immune Deficiency Foundation)Collaborative Campaign of the Year: Yogscast & Community, Jingle Jam 2025 (more than $4.6 million across eight charity partners)Charity–Creator Collaboration of the Year: Hermitcraft x Gamers OutreachCommunity Choice Award (fan-voted): Jingle Jam 2025Legacy of Giving: John and Hank Green

View the Creator Impact Class of 2026 at https://creatorimpacthonors.com/awards.

About Tiltify

Tiltify is the essential fundraising infrastructure connecting creators and causes at scale. With enterprise-grade technology, interactive engagement tools, and unmatched access to next-generation donors, Tiltify powers campaigns for more than 8,000 nonprofits and 1,000,000 users worldwide. Learn more at tiltify.com.

Media Contact:
John Eidson
Beantown Media Ventures
john.eidson@beantownmv.com

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Six Data Integration Solutions Named Champions in Infotech’s 2026 Emotional Footprint Report

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Drawing on verified end-user reviews from SoftwareReviews, Infotech’s peer-review platform, the 2026 Data Integration Emotional Footprint Report recognizes six champions for customer experience and vendor relationships. The findings help organizations assess user sentiment alongside technical capabilities when evaluating data integration solutions.

ARLINGTON, Va., Oct. 28, 2026 /CNW/ — Organizations use data integration solutions to connect disparate systems, improve data quality, and make timely, informed decisions. Infotech’s 2026 Data Integration Emotional Footprint Report identifies six champions that stand out for delivering strong user satisfaction, trust, and overall customer experience. The recognition is based on verified feedback collected through the global research and advisory firm’s SoftwareReviews platform.

Modern data integration solutions connect organizational data by bringing together information from applications, databases, and cloud environments. These platforms provide capabilities such as data extraction, transformation, synchronization, quality management, and monitoring of data flows. With centralized oversight and automated workflows, they help IT and data teams maintain consistent, reliable information, support governance requirements, and deliver timely data for analytics and business operations.

Infotech’s Emotional Footprint measures high-level user sentiment by aggregating responses across 25 proactive questions, creating a powerful indicator of overall user feeling toward the vendor and product. The result is the Net Emotional Footprint (NEF), a composite score that reflects the overall emotional tone of user feedback.

The 2026 Data Integration Emotional Footprint Champions are as follows:

AWS Glue, +94 NEF, rated highly for being altruistic.Microsoft SQL Server, +89 NEF, rated highly for its reliability.Zapier, +90 NEF, rated highly for enabling productivity.Boomi, +86 NEF, rated highly for its trustworthiness.Azure Data Factory, +85 NEF, rated highly for friendly negotiations.Flowgear, +91 NEF, rated highly for its transparency.

Analyst Insight:

“Choosing a data integration platform means choosing a vendor your team may depend on for years. When an integration fails, the impact can extend to every process relying on that data,” says Abbas Jaffery, principal advisory director at Infotech. “Vendors can build trust by helping their clients adapt their integrations as business needs change and by being clear about what their products can support. For buyers, hearing from existing users helps them understand what they can expect from that relationship after implementation.”

User assessments of software categories on SoftwareReviews provide an accurate and detailed view of the constantly changing market. Infotech’s reports are informed by data from users and IT professionals who have direct experience with the software throughout the procurement, implementation, and maintenance processes.

Read the full report: 2026 Data Integration Emotional Footprint Champions

To learn more about Infotech’s Vendor Awards, including how Data Quadrant and Emotional Footprint recognition are determined using verified end-user feedback and the underlying evaluation criteria, visit Infotech’s Vendor Awards page, powered by SoftwareReviews.

About Infotech
Infotech (formerly Info-Tech Research Group) provides an API-driven advisory model to over 30,000 IT leaders globally to systematically improve their organizations. With 30 years of trusted expertise and proven impact, Infotech equips technology leaders with industry-leading expert guidance, proven methodologies, practical tools, training, coaching, and consulting to accelerate decisions and deliver measurable outcomes. To learn more about Infotech’s HR research and advisory services, visit McLean & Company.

Media professionals can register for unrestricted access to research across IT, HR, and software and hundreds of industry analysts through the firm’s Media Insiders program. To gain access, contact pr@infotech.com.  

For information about Infotech or to access the latest research, visit infotech.com and connect via LinkedIn and X.

About SoftwareReviews
SoftwareReviews is a peer-review platform from Infotech, a global research and API-driven advisory firm. The platform provides verified end-user insights that help organizations evaluate software based on features, vendor experience, and overall value. In addition to end-user insights, the firm offers peer-driven resources and advisory services, including buyer reviews, marketing and product guidance, and go-to-market support. These offerings enable technology providers to better understand customer needs, refine product strategies, and clearly communicate differentiated value to the market.

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