No revenue estimate for APPLE — its rating/review counts don't calibrate to sales the way Steam's do. Reviews and prices only.
To every player who loves DongWu: This time, we made a single-player version that never ends. Dear old friends and new adventurers — it’s been a while. Why did we turn DongWu Odyssey from an online game into a single-player title? The reason is simple, and honestly, quite pure. First, we wanted to give the players who’ve always supported us a place to keep playing — forever. No more worrying about the servers shutting down, no more waking up one day to find you can’t log in. This companionship shouldn’t be cut short by operational problems. Second, we wanted to make things right. The online version struggled to stay afloat, and what weighs on us even more is that the original design framework led to an unstable experience. Those issues troubled all of you for far too long, and they’ve been a knot in our hearts ever since. So we decided that, at the very end, we would nail the most fundamental, core experience of the game and hand it over, fully and completely, to everyone who loves DongWu. This is something our team can do, and something we should do. From online to single-player — this is a difficult transformation, but also a brave rebirth. We know this game is still far from perfect, yet it has always carried the original intention of "never letting passion fade." If you’re a returning player, welcome back to relive your memories. If you love Darkest Dungeon-style games, we hope you’ll come explore this world. Here are the core changes in the single-player version — every one of them made for a more pure playing experience: All monetization removed. Pay once, play forever. No gacha, no stamina, no microtransactions. New "Game Month" system: Replaces the old 24-hour real-time refresh cycle. Main story progress must be completed within a countdown timer (Easy/Normal difficulties are forgiving; Hard mode truly tests you). Also handles in-game refresh functions. All characters freely recruitable: Fixed character badges are gone. Now a universal badge system handles upgrades — how to recruit and level up is for you to discover. New narrator system: Deepens story immersion and pulls you deeper into the world of DongWu. Permanent death: Once a character falls, they’re gone for good — no resurrection, no re-recruitment. Every step demands caution. Instant save: Pick up and play whenever you want. Gear system overhaul: Increased(Compass Maze) drops, reduced equipment polishing costs, and lowered refining difficulty — less grind, more fun. We know this transformation won’t be perfect. But every change was made with sincerity. Old friends, this is still the DongWu you know — only now with a purer adventure. New friends, welcome to the journey.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
10 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
10 on sale2 answered “not sold”3 we did not ask
The 2 “not sold” markets are read from the App Store price pass of Aug 7: that day the store answered for this game elsewhere and gave no price in those. The 10 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 3 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Ratings
Each storefront's own ratings counter and average — separate, overlapping audiences, never added together.
Every market we sweep.
About
To every player who loves DongWu: This time, we made a single-player version that never ends. Dear old friends and new adventurers — it’s been a while. Why did we turn DongWu Odyssey from an online game into a single-player title? The reason is simple, and honestly, quite pure. First, we wanted to give the players who’ve always supported us a place to keep playing — forever. No more worrying about the servers shutting down, no more waking up one day to find you can’t log in. This companionship shouldn’t be cut short by operational problems. Second, we wanted to make things right. The online version struggled to stay afloat, and what weighs on us even more is that the original design framework led to an unstable experience. Those issues troubled all of you for far too long, and they’ve been a knot in our hearts ever since. So we decided that, at the very end, we would nail the most fundamental, core experience of the game and hand it over, fully and completely, to everyone who loves DongWu. This is something our team can do, and something we should do. From online to single-player — this is a difficult transformation, but also a brave rebirth. We know this game is still far from perfect, yet it has always carried the original intention of "never letting passion fade." If you’re a returning player, welcome back to relive your memories. If you love Darkest Dungeon-style games, we hope you’ll come explore this world. Here are the core changes in the single-player version — every one of them made for a more pure playing experience: All monetization removed. Pay once, play forever. No gacha, no stamina, no microtransactions. New "Game Month" system: Replaces the old 24-hour real-time refresh cycle. Main story progress must be completed within a countdown timer (Easy/Normal difficulties are forgiving; Hard mode truly tests you). Also handles in-game refresh functions. All characters freely recruitable: Fixed character badges are gone. Now a universal badge system handles upgrades — how to recruit and level up is for you to discover. New narrator system: Deepens story immersion and pulls you deeper into the world of DongWu. Permanent death: Once a character falls, they’re gone for good — no resurrection, no re-recruitment. Every step demands caution. Instant save: Pick up and play whenever you want. Gear system overhaul: Increased(Compass Maze) drops, reduced equipment polishing costs, and lowered refining difficulty — less grind, more fun. We know this transformation won’t be perfect. But every change was made with sincerity. Old friends, this is still the DongWu you know — only now with a purer adventure. New friends, welcome to the journey.
Stats
How fast this game is gaining ratings — the activity signal available where a store publishes no sales or install numbers.
Measured from our own daily snapshots, not reported by the store. Deliberately not converted into sales: a one-tap rating's ratio to copies sold is unknown on this platform, and guessing it would be worse than leaving it out.
Media
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | 0% | $4.99 | |
| — | 0 | 0% | Free | |
| — | 0 | 0% | $0.99 | |
| — | 0 | 0% | Free | |
| — | 0 | 0% | Free | |
| — | 3.4K | 94% | Free |