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Lock horns and battle other players in all the latest .io games. Enjoy original titles like Slither.io and new .io games such as Rocket Bot Royale, Pixel Warfare, Shell Shockers, and Smash Karts. You can sort this IO games list by newest, most played, and top .io games using the filter.
The first .io game was Agar.io. It was developed by Matheus Valadares in 2015 and gained significant popularity through the internet forum 4chan. The game revolves around cells that grow by eating agar and consuming other players. A few months after its release, the game was acquired by Miniclip, and a new game genre started to emerge based around the humble .io domain extension.
The games that followed were focused on the growth mechanics that made Agar so popular, strengthening the idea of .io as a genre, not just a domain extension. Slither.io was one of those games, with the same simple yet addictive concept but with snakes. There are now many grow games like Snake.io and Wormate, taking this fast-paced survival concept further.
Many .io games are based on survival - growing your character by consuming food and slaying other players. Reach the top of the leaderboard by doing this repeatedly until you're the biggest! Most IO games feature:
Some of the newest .io games include Smash Karts and the fantastically futuristic FPS game, Ev.io. Check out Pixel Warfare and Rocket Bot Royale for two of the newest and most fantastic .io games available.
Most .io games work seamlessly on mobile devices and desktop, since the controls are easy to learn. Browse the full collection on this page for all IO games, and be sure to check back regularly for the latest and greatest browser-based .io titles!
Given the hit-driven nature of the industry, releasing an online game has always been considered a risky business endeavor, and the stakes keep getting higher with the rising costs of development. While Fortnite made more money than any other game in history during a single year in 2018, overall video game profits are projected to decline for the first time in nearly 25 years in 2020 as novel ideas become harder and harder to come by. Even being associated with a popular media franchise like Star Wars or Pokémon isn't a surefire formula for long term success. Gamers have no shortage of options, so establishing a dedicated playerbase is always an uphill battle.
That said, actually finishing the game, beta testing it, and preparing the online infrastructure for launch is always a good start. These are games that had a chance, but quickly lost their audience due to technical problems, lack of innovative content, and overall poor planning on the part of their studios.
Realm Royale attracted a following among Twitch streamers shortly after its release, which encouraged many gamers to give it a try. Unfortunately, few of them stuck around for long. After peaking at an average of 105,167 concurrent players in June 2018, less than 5,000 people were playing the game two months later. That amounts to a 95% decline.
What went wrong? Primarily, the market was already flooded with battle royale games trying to capitalize on the popularity of Fortnite, and Realm Royale didn't do enough differently to stand out from the crowd. On top of that, early reports of the game crashing did little to help it establish a loyal following.
The good news is that the game uses AI characters to fill empty player spots, so you'll never have to wait to find people to play with. The downside is that you could be competing against 99 incompetent bots.
Artifact was Valve's attempt to mimic the success of Blizzard's Hearthstone. Unfortunately, the company was too late to the digital CCG bandwagon. Peaking at just 60,000 players, 60% had abandoned the game within a week of launch. Six months later, there were only about 1,500 players left.
Based on Dota 2, Artifact was panned by players and critics alike for its shady monetization scheme. After shelling out $20 to download the game, players were expected to spend more money on card packs. To make matters worse, there were no ways to earn cards for free, although players could sell cards to each other. This created a pay-to-win dynamic that spoiled the fun for everyone.
An update that made it possible to win new cards without paying brought back a few players, but the game didn't offer anything novel to siphon away hardcore Hearthstone players. Valve has since put a halt on new updates for Artifact and is purportedly considering a major overhaul of the game's mechanics.
The exact numbers regarding Apex Legends' playerbase are unknown, but the game's financials paint a vivid picture. Apex made $24 million in April 2019, which is still a lot of money, but a far cry from the $92 million the game brought in just two months earlier. Most games lose players after launch, but that kind of drop-off had to disappoint Respawn. To add further context, the game debuted with minimal hype and very little purchasable content. By the time the first battle pass came out, the majority of initial players had moved on. In other words, there were more people playing the game when there was less content available, which is never a good sign.
Pokémon Go is a textbook example of a fad. In the summer of 2016, people were walking into oncoming traffic, falling off of cliffs, and hiring Uber drivers in pursuit of pokémon. Considering that Pokémon is one of the most successful media franchises ever created, it's no surprise that the app attracted so many casual players, many of whom had never played location-based augmented reality games before.
While Nintendo is usually very protective over its properties, Pokémon Go was developed by a company called Niantic. Therefore, the app lacked Nintendo's seal of quality, which explains why the game didn't have the staying power of the franchise's mainline entries. Pokémon Go brought in a staggering $35 million from 28.5 million players when it launched in July 2016, but those numbers immediately started to plummet when the novelty factor wore off. By the end of the year, Pokémon Go had lost 80% of players. Still, the game had around 5 million players a year after launch, so it's hard to call the game a failure.
While The Division was praised by critics for its presentation, those who played it encountered game-breaking bugs and problems with matchmaking. Post-apocalyptic Manhattan was stunning to look at, but the open world felt strangely barren. The gameplay lacked the complexity and variety that fans of RPG shooters have come to expect. The online elements were actually the most enjoyable aspect of The Division just didn't always work. The PC community quickly devolved into lawlessness as cheating and hacking became rampant. Things got so bad that more DLC couldn't bring lapsed players back.
Ubisoft was on a losing streak when For Honor came out in 2017, just one year after The Division collapsed. But For Honor surpassed all (bad) expectations: the game lost 95% of its players on Steam within three months, beating The Division's previous abysmal debut.
As the beta version of For Honor gained attention on Twitch, gamers were intrigued by the visually stunning melee combat. Those who actually got to play the game were disappointed, and they were vocal about their displeasure. The game had such a bad reputation before its official release that there were fewer players at launch than there were in beta. Despite initially successful sales numbers and numerous critical accolades, For Honor peaked at just 45,000 concurrent players in its first week on Steam while the beta version had 71,000 at its peak. Deterred by technical hiccups, the majority of players had given up within weeks of the official release.
From the very beginning, connection problems killed what looked like a promising 4-on-1 battle dynamic, and the developers couldn't patch the game fast enough to keep it from sinking. Evolve hemorrhaged players so quickly (2,500 per day at one point) that the AAA title became free-to-play. That decision brought in new players, but giving the game away for free didn't fix the technical problems that turned people off in the first place. Turtle Rock Studios eventually gave up and stopped supporting the game.
Despite being a departure for developer BioWare, Anthem was one of the company's most successful launches. The excitement was short lived, though, as critics and players lamented the game's lack of depth and polish. Players complained that the game felt incomplete. While the game wasn't unplayable, it didn't do enough to differentiate itself from all of the other loot shooters.
Anthem quickly dropped off of the top 50 games chart on Xbox One. The week Anthem fell off the charts, Battlefield 1 sat at the number 50 spot, which was averaging 2,500-7,500 concurrent players on Xbox One. That means Anthem had fewer than 2,500 players. To further put this into perspective, it performed worse than Fallout 76, which was universally hated by critics.
Developer Brad McQuaid told IGN that "the vast majority of people who played it early on left by the time their characters hit level two or three." Frame rate and latency issues made the game literally unplayable, causing most players to give up before they really got started. Sony kept the game on life support until it officially pulled the plug on July 31, 2014.
The remake of Star Wars: Battlefront came out at the perfect time. The first Star Wars film in a decade was right around the corner, so fans were ready for another trip through a galaxy far, far away. Unlike The Force Awakens, the game was given a lukewarm reception.
Below the stellar graphics and sound design, there was very little game. By simplifying the gameplay to make it more accessible to casual players, EA alienated the hardcore fans of the original. No campaign mode, very little single player content, and restrictive multiplayer options didn't give the 12 million players who bought the game reason to keep playing. 2ff7e9595c
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