Giant Network Group (002558.SZ) "Supernatural Action Team" DAU surpasses 12 million.

date
09:10 24/08/2026
avatar
GMT Eight
On August 24, it was reported that the daily active users (DAU) of "Supernatural Action Group," a subsidiary of Giant Network (002558.SZ), have exceeded 12 million.
On August 24, news broke that Giant Network Group (002558.SZ) saw its mobile game "Supernatural Action Team" achieve a daily active user (DAU) count exceeding 12 million. In February this year, the game surpassed 10 million DAU, and now, just six months later, it has set a new historical high, while still maintaining a high base of daily active users in the tens of millions. Such growth is particularly notable for a product that has already reached this DAU level, providing new data validation for its long-term operational capabilities. Since its official launch in January 2025, "Supernatural Action Team" has quickly captured the market with its differentiated gameplay combining "Chinese-style micro-horror + search and retreat." By the end of the first quarter of 2026, the game had accumulated over 200 million registered users, with total revenue surpassing 5 billion yuan, frequently making its way into the top 5 best-selling games in the iOS App Store in China. This year, the expansion of new channels and continuous iteration of content and gameplay have significantly driven the increase in DAU and fostered a growing player ecosystem. On the channel side, "Supernatural Action Team" has continually expanded new user access points this year. On April 30, the game officially launched on the HarmonyOS platform, topping the Huawei Game Center's pre-order list before its release. Post-launch, it secured the top spot in the download rankings for the Huawei App Market and achieved first place in both the Huawei Game Center's popularity and hot rankings. In July, the game was made available on Douyin's mini-games center, quickly rising to the platform's top 3, with daily new users exceeding one million. During the same period, the official Douyin account for the game saw its follower count rise to over 3 million, with nearly one million new followers. On the content side, "Supernatural Action Team" has continuously maintained high-quality content iteration and gameplay innovation. Recently, it launched collaborations with "Ghost Blows Out the Light," the Qi Baishi Art Center, "Climbing Simulator Huangshan," and "Dream of the Red Chamber." The "Ghost Blows Out the Light Yunnan Insect Valley" version, launched during the summer, further integrated the original adventure story with the core gameplay of "tomb raiding." In terms of gameplay, new content such as Infinite Dreamland, Super Hide and Seek, and Multiplayer Interactive Action have been gradually introduced, enriching the social and entertainment experience on the foundation of the core concept of "search and retreat." The player and creator ecosystem continues to expand. From July 31 to August 3, "Supernatural Action Team" showcased a distinctive exhibit at the 2026 ChinaJoy, incorporating elements of Chinese culture that attracted numerous players on-site and received coverage from mainstream media, including CCTV. Online, "Supernatural Action Team" is gradually forming an active player and creator ecosystem across mainstream social platforms like Douyin, Xiaohongshu, Kuaishou, and Video Number. To date, the games official Douyin account has over 3 million followers, with the hashtag #SupernaturalActionTeam reaching 39 billion views; the Xiaohongshu account boasts more than 2.5 million followers, with related topics accumulating over 10 billion views; and the Kuaishou account has nearly 5 million followers, with relevant topic views exceeding 100 billion. Since its launch, the game has been steadily building a creator incentive system, with numerous players generating (guides), plotlines, and derivative content spontaneously around themes of cooperation, competition, exploration, and social experiences. This has constantly reached out to a broader gaming audience, providing more touchpoints for user acquisition and engagement, and gradually forming a positive cycle of "game content production and content feeding back into the game."