Original title: A New Dark Horse in Medieval Settings? The "Number Gate" SLG New Release Rakes In $7 Million a Month

Author: Game Gyroscope

Source: Game Gyroscope

Cover image source | pexels

In recent years, the global mobile game going-global track has experienced a "side-gameplay user-acquisition revolution."

From the earliest pin-pulling puzzles and line-drawing dog rescues, it has iterated and evolved step by step, and deeply integrated with the traditional SLG category, giving rise to the "Number Gate" SLG genre—which works through a left-right sliding math multiplier gate selection mechanic, combined with light shooting feedback and runner-style level progression.

As the landmark and pioneer product of the Number Gate SLG track, "Last War: Survival" has long occupied the top of the global mobile game bestseller charts since its official release in 2023. And "Last Z: Survival Shooter," a same-themed post-apocalyptic product launched the following year, has also grown into one of the leaders in this niche track.

Stimulated by this, many followers and imitators have emerged in markets at home and abroad. However, the products that can truly stay stably at the top of the bestseller charts remain few.

In May this year, "Top Lords" (Chinese: 《最强领主》), a medieval ice-fantasy-themed Number Gate SLG launched by Game Spark, stood out from the red ocean. According to data, in the just-concluded September, "Top Lords" global single-month revenue has exceeded $7 million, showing potential to become the next dark horse in the Number Gate SLG category.

When the medieval ice world meets the Number Gate

Opening "Top Lords," the most intuitive change comes from the freshness brought by the theme. At a time when post-apocalyptic wasteland and zombie themes are relatively saturated, the game places its scenes in a medieval ice world composed of knights, crossbows, catapults, and so on, creating a certain visual contrast.

The game's opening has no lengthy background exposition, but directly establishes the core objective through camera language: the camera first focuses on an ice-covered castle, accompanied by cries for help ("Help"), marking the red enemy forces occupying the city, quickly building the player's psychological expectation of "the lord leading troops out to recover lost land"; then the camera smoothly pulls back and switches to the battlefield, directly entering the Number Gate battle of the first level.

The design of the first level strips away almost all cognitive barriers, with no complex tutorial pop-ups. Players only need to slide the screen left and right with one hand to kill the enemies coming at them. When the troops pass through the blue multiplier gates, the soldier count expands from single digits to dozens within a few seconds, and attacks transform into large-scale arrow volleys, letting players first taste the exhilaration of combat.

In the subsequent level progression, every level the player advances, the camera marks the current march position at the start of the level and gradually introduces new mechanics and weapon forms.

In the second level, the troops' weapons evolve from the original single-shot crossbow to a spreading triple-shot crossbow, making attack trajectories and hit effects denser; by the fourth level, the roster further expands, adding grenadiers with area damage and large mobile catapults, with area damage noticeably increasing.

Advancing in tandem with combat power is the rescue mechanic in the scenes. The third level introduces breaking open cages to rescue trapped infantry; the specific hero rescued in the fifth level participates in battle in the sixth level, through which the game introduces the hero system; by the seventh level, the lord the player controls engages in a direct showdown with the level-end boss, completing the recovery of the castle.

From actual experience, the Number Gates in the early stage of "Top Lords" are not just an independent gameplay used purely for user-acquisition conversion. The R&D team strictly aligned action frame rate, attack sound effects, and projectile landing points. Even when the number of units increases later, the volleys on screen still maintain a neat rhythm, with no cheap feel of visuals and hit judgment becoming disconnected.

More crucially, the game uses the storyline of "rescuing people, breaking out, and retaking territory" to string together the runner-shooting of the first seven levels. After defeating the level-end boss and recovering the castle, the visuals naturally transition to the repair and management inside the castle, allowing the early lightweight gameplay and the back-end SLG city building to connect naturally.

A more character-immersive medieval 4X evolution

After the early Number Gate phase ends, the game perspective smoothly switches from the linear runner track to inside the castle, officially opening the simulation management and city-building module.

The core experience of this stage revolves around "recovery and rebuilding."

The early city-building rhythm is compact, mostly taking just a few seconds to complete. Whenever a key building completes a stage upgrade, the screen delivers immediate rewards in the form of intuitive resource chests, paired with continuous quest guidance, so players do not feel lost when first taking over the territory. And this rhythm is also the standard configuration in the early stage of most SLG products.

At this point, city building and combat form a mutually reinforcing relationship. The lord leads troops to clear out enemies and recover "land deeds." Land deeds are precisely the precondition for further unlocking building slots and expanding the main city scale. Thus, the game establishes a clear loop chain in the early stage—retaking peripheral land through small-scale battles → obtaining land deeds to expand the main city → accumulating basic resources such as wood and food → upgrading buildings and technology to increase troop strength.

At the same time, the early core feature of the "Number Gate" is not completely abandoned when entering the city-building phase, but is made into an independent permanent dungeon gameplay. This dungeon is divided into difficulty tiers such as Prologue, Hard, and Nightmare. During the waiting intervals of city building, players can still switch back to the side gameplay at any time to experience levels with denser firepower and more complex obstacle configurations.

As city building progresses, users will experience hero recruitment, joining an alliance, and the large-world sandbox map one by one. The game begins to fully move closer to the rhythm of traditional 4X SLG.

For players who have played similar products, it is easy to see traces of "Last War" in "Top Lords." However, "Top Lords" does not simply copy it; it incorporates some original designs suited to the medieval theme on top of the mature framework.

For example, an independent lord development system. In most similar SLGs, the player's image in the game is often just a two-dimensional avatar or a nominal name. But "Top Lords" lets players choose their concrete embodiment between a king and a queen from the very start. This lord can not only participate in battle as a leading unit on the battlefield, but also has equipment and development lines independent of ordinary gacha heroes, including four parts: crown, battle robe, exclusive weapon, and cape. These parts provide certain attribute bonuses while also giving players a window for personalized display.

Another example: the game also makes some extended attempts in large-map city competition. For instance, after an alliance occupies a fortress, the city lord not only has jurisdiction, but can also levy taxes on non-alliance players within the designated area, or use city-state funds to open an alliance-wide castle banquet, turning city occupation from a mere "numerical bonus" into gameplay with light geopolitics and social privileges.

Beyond that, in terms of overall visual impression, "Top Lords" art style leans toward a brightly colored Western cartoon medieval setting, with highly recognizable building models and troop types. Compared with the somewhat gloomy tones of traditional realistic medieval themes, this is easier for broader user groups to accept.

The R&D foundation and market opportunity behind the breakout

Many people once thought "Number Gate SLG" was a track with low barriers, but in practice it turns out this category actually demands a lot from teams:

On one hand, it requires the team to refine the feel of the first few minutes of mini-gameplay, such as aligning actions and projectiles and smooth progression of one element per level; on the other hand, after recovering the castle, it also needs a very solid, mature 4X numerical foundation to hold players and keep them in the social and city-building of the large map.

That "Top Lords" can achieve these is largely thanks to the accumulation of the team itself.

Information shows that its R&D background has deep ties and asset interconnection with the current leading casual SLG system in the market. It is not hard to see that it is a systematic iteration made on top of a mature framework that has been validated by the market, combined with the medieval theme.

In addition to the product's own completeness, the change in market cycle also gives it a window period. As the pioneer of this category, "Last War" has achieved very full market penetration after high-intensity global user acquisition.

Entering the first half of this year, the industry gradually heard news of it slowing its user-acquisition pace and even stopping opening new servers. This means a large group of broad users has appeared in the market—users who have been cultivated to be familiar with the operation habits and like the "side gameplay + light-heavy combination" model, but are gradually becoming aesthetically fatigued with the post-apocalyptic theme.

At this point in time, "Top Lords" entered the market with a differentiated medieval ice-fantasy theme, exactly catching this spillover player demand.

Judging from the performance of exceeding $7 million in single-month revenue in September, "Top Lords" has smoothly completed the early user acquisition and commercialization validation, becoming one of the better-performing new products in the same track. Whether this new product can maintain its current momentum and walk a longer lifecycle in the future is still worth the industry's continued attention.