DNF Duel and What Not to Do When Releasing a Fighting Game

Coming off EVO 2022, the biggest fighting game tournament in the land, Arc System Works reigned supreme. In addition to developing three of the nine titles officially featured at the tournament, their 2021 sequel to a formerly niche series, Guilty Gear Strive, was the most entered game at the event and received the coveted final broadcasting slot of the night. However, there was one notable exception from the main stage: the studio’s most recently released outing, DNF Duel.
While most fighting games get a decent bump in player count following the mega-tourney, as spectators flock to recreate the heroics they just witnessed, the post-EVO DNF Duel active player count was still in freefall. Months later, things have only gotten worse, and as of today it bottomed out at around a 24-hour peak of just 48 concurrent players on PC according to SteamDB, down from 12,331 when it released in June. Compared to the studio’s other older titles like Strive(2021) (24-hour peak: 1,958), Dragon Ball FighterZ(2018) (24-hour peak: 1,401), or BlazBlue: Central Fiction(2016) (24-hour peak: 367) the game’s community seems to have evaporated.
This is even more bizarre considering the fighter is based on the world of Dungeon Fighter Online, a South Korean multiplayer RPG that has over 850 million registered players with sales of $18 billion, making it one of the most popular videogames of all time. While almost all this popularity comes from China, where it recorded as many as 5 million concurrent players, one would assume that at least some of this player base may have carried over.
Going into its release, there were many reasons to be excited for DNF Duel. It sports the type of flashy anime aesthetic Arc System Works is known for and was co-developed by Eighting, who created the beloved Marvel vs. Capcom 3. The cast is distinctive, embodying extreme renditions of gameplay archetypes like back-breaking grapplers, slippery zoners, and speedy rushdown brawlers. In its betas, these characters’ maximalist movesets seemed like they would be a blast to use, and the differences between their gameplans made it seem like matchups would be varied and engaging. Additionally, the online play is relatively smooth, and the ranked mode feels well-implemented. Personally, I sunk in roughly 80 hours over the first month, and it initially lived up to my expectations. This all begs the question, what went wrong?
The first level of woes are some of the usual suspects for many fighting games: balance issues and a lack of support. After its first few weeks, disparities between the cast’s haves and have-nots became apparent as Swift Master, a suitably named air mage, dominated tournaments and online play. Other characters, like the close-ranged brawler Striker and the comeback-enabling Hitman, were also a cut above, while others like Launcher and Vanguard were considered underwhelming. While it’s not uncommon for entries in the genre to have wonky balancing at release, the far greater issue is that almost nothing has been done to address this.
There has only been a single balance patch, and aside from some nerfs to Swift Master, the changes were relatively inconsequential. While Arc System Works and Eighting promised a more extensive balance patch later this year, there hasn’t been an update on this in months, and there are no announced plans for new characters. Additionally, there have been many reports of bugs, such as input issues and screen freezes during online matches on PC. While fighting games tend to roll out changes at a slower rate than many more mainstream multiplayer titles like Overwatch or Fortnite, the almost complete lack of support several months after release is abnormal and has contributed to plummeting confidence in the game’s future. While user-generated reviews can be a finicky way to measure actual player approval due to review-bombing and selection bias, it is currently sitting at a mediocre 63% positive reviews on Steam, with recent reviews trending even worse. Many of the listed complaints relate to the lack of updates.
Another largely fixable gaffe is the lack of appropriate region-specific pricing, making it dramatically more expensive than other genre entries in certain areas of the world. For example, in Argentina, DNF Duel is currently selling for ARS$ 4739,00 ($26.79) compared to Guilty Gear Strive’s ARS$ 629,99 ($3.86). In short, the current pricing means the game is unaffordable in many regions, further reducing its potential for a sizeable player base.