Pixel P&L: Mobile Legends Maker Teases New Esports Title for 2025
Good morning. It’s Monday, November 25. MOONTON Games is doubling down on its esports ambitions. In today’s Pixel P&L, we dive into the Mobile Legends: Bang Bang developer’s big tease at the Mobies and the surge of pre-registrations for its auto-chess battler, Magic Chess: Go Go.
Also in focus: Samsung’s latest push in cloud gaming, Krafton India’s new campaign, Vietnam’s crackdown on gaming for minors, and more.
MOONTON Games Teases New Esports Title, Preps Launch of Magic Chess: Go Go
Mobile Legends: Bang Bang developer MOONTON Games is gearing up for a busy 2025. During the Mobies awards ceremony on November 20, the studio teased its plans to expand its esports portfolio with a new competitive title . The announcement came moments after MLBB was named Mobile Competitive Game of the Year, solidifying the game's dominance in mobile esports.
In parallel, the company’s Magic Chess: Go Go (MCGG), a multiplayer strategy game set in the MLBB universe, has surpassed 8 million pre-registrations. Billed as one of the most anticipated mobile games of 2024, MCGG will debut in Malaysia and Singapore within two weeks, with a broader Asia–Pacific release slated for early next year.
Unlike MLBB’s hero-focused MOBA gameplay, MCGG emphasizes strategy. Players assume the role of a commander, deploying iconic MLBB characters such as Layla, Nana, and Chou to dominate the chessboard. This foray into the auto-chess genre marks MOONTON’s attempt to diversify its portfolio and capture casual gamers while expanding its presence in the competitive space.
Samsung Expands Cloud Gaming With Free Service for Galaxy Devices
Samsung has launched a new cloud gaming platform, Samsung Gaming Hub, on Galaxy devices in North America, marking its latest push into the mobile gaming space. The service, now out of beta testing, offers 23 titles at launch, including popular games like Candy Crush Saga and Honor of Kings.
The platform allows users to stream games directly from the cloud, bypassing the need for downloads or installations. Games can be accessed via links through the Galaxy Store, Samsung Gaming Hub, or ads, with the Galaxy Store functioning as the runtime client.
Jong Woo, Samsung’s vice president and head of game services, described the platform as removing traditional barriers to access. “There are no monthly subscriptions or paywalls,” Woo told GamesIndustry.biz . During beta trials, Samsung reported that 50% of users who clicked on mobile game ads went on to play the linked title.
Samsung has been expanding its cloud gaming presence in recent years, partnering with Xbox for streaming services on Smart TVs . However, the company’s history with gaming ventures has been mixed, with its earlier service, PlayGalaxy Link, shutting down before launch . The success of Gaming Hub will test whether a free-to-play cloud model can gain traction in the crowded mobile gaming market.
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?Quick Bytes
? KRAFTON India and Enormous Brands Launch 'Seriously Fun' to Reframe BGMI’s Image
Enormous Brands and KRAFTON India have launched a new campaign, “Seriously Fun,” for BATTLEGROUNDS MOBILE INDIA (BGMI), aiming to position the game as both a competitive and inclusive platform. The campaign includes an ad film showcasing gaming's integration into daily life across India, highlighting players from diverse backgrounds and incorporating in-game elements. Srinjoy Das of KRAFTON India described the campaign as a reflection of gaming’s community-driven nature, while Ashish Khazanchi of Enormous Brands noted it captures the vibrancy and competitive spirit of Indian gamers. The initiative seeks to redefine gaming’s cultural significance in India beyond casual entertainment.
? US Game Spending Surges in October Thanks to 'Call of Duty' Boost
U.S. game spending rose 10% year-on-year in October to $4.7 billion, driven by the release of Call of Duty: Black Ops 6, according to Circana . Content spending grew 12% to $4.23 billion, offsetting a 23% decline in hardware sales. Black Ops 6 debuted as the top-selling game of the month and the third best-selling title of 2024, with its availability on Game Pass contributing to a 16% increase in subscription spending. PlayStation platforms accounted for 82% of its console sales, and launch revenue surpassed 2023’s Modern Warfare 3 by 23% in its first two weeks.
? Microsoft Launches Beta for Streaming Personal Xbox Game Libraries
Microsoft has launched a long-awaited beta feature allowing Xbox Game Pass Ultimate members to stream select games from their personal libraries through the xCloud service. Initially announced in 2022, the feature lets users play on TVs, browsers, smartphones, PCs, and tablets across 28 countries where Xbox Cloud Gaming is available. Corporate VP Ashley McKissick said the update addresses player demand for flexibility beyond the Game Pass catalog. The program supports 50 titles at launch, with plans to expand to Xbox consoles and the PC app next year, as Microsoft continues refining its cloud gaming offerings.
? Vietnam Tightens Gaming Rules for Minors with New Decree
Vietnam has issued Decree 147/2024/ND-CP, imposing stricter gaming time limits for minors. Game providers must now cap playtime to 60 minutes per game and 180 minutes daily across all titles from a single publisher. Warnings about health risks from excessive gaming must appear prominently on forums and during gameplay every 30 minutes.
? Hasbro to Deepen Gaming Investments Despite Consumer Sales Slowdown
Hasbro is ramping up its gaming investments, planning to allocate $100 million to $150 million annually for new projects as it pivots from slowing consumer product sales to digital gaming . CEO Chris Cocks revealed that the company has already invested $1 billion in gaming, with plans to release one to two video games annually by 2026, including the sci-fi title Exodus. Licensing deals have been a key revenue driver, with Monopoly Go expected to earn $105 million this year and Baldur’s Gate 3 generating $90 million in its first six months, highlighting the potential of Hasbro’s growing gaming strategy.
?? Did You Know?
Valve first came up with the Steam Hardware Survey more than 20 years ago because it wanted to know what specs it should target for Half-Life 2 . During development, Valve faced a daunting challenge: determining the minimum hardware that could run the game smoothly. The early 2000s were a fragmented era for PC hardware, with GPUs like 3Dfx, ATI, Nvidia, and Matrox offering varying performance and rendering techniques. Compatibility wasn’t guaranteed, and obsolescence was rapid—decisions about hardware support were critical.
Realizing they lacked data on what their audience was using, Valve reached out to Microsoft for insights into hardware adoption but found no answers. This led Valve to create their own solution: an integrated analysis tool in Steam that reported system specifications. The results were so useful for optimizing Half-Life 2 that Valve made the tool public in April 2003, launching the Steam Hardware Survey.
More than two decades later, the survey remains a cornerstone of gaming analytics, providing developers with crucial insights and helping gamers understand trends in PC hardware. It all started with Valve’s commitment to ensuring Half-Life 2 delivered an exceptional experience, no matter the system.
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