Chapter 9 has been released!

Someone immediately realized what was happening and shouted towards the technical team.

"We can handle it! We've reserved 300,000 units! Mr. Chen just messaged me on DingTalk, and I'm already in contact with the server operator."

"Damn it, why didn't you say so earlier? You traitor!"

"Hey, hey, hey! It's not my fault! President Chen didn't say anything, how could I dare to speak up!"

"Let's take off, guys!"

"Waaaaah, my overtime work wasn't in vain..."

"It's out! President Chen! Shouldn't we give out a big red envelope?"

The entire studio instantly transformed from a deathly silence into a bustling marketplace—no, even more lively than a marketplace, it was as if the roof was about to be blown off.

Unfortunately, this game wasn't just Chu Chen's personal effort.

Over the past six months, they had developed a certain attachment to the project by following Chu Chen, so they were naturally extremely surprised to see this number.

Not to mention, everyone knows that Chu Chen sold his house to continue making games, and if the project fails, the company might fall apart.

Now, the armor gleams in the sunlight, like golden scales unfolding.

The game project was a success, and everyone's mood improved considerably.

So much so that for the rest of the day, apart from the programmers and operations staff, no one else at Star Studio really worked; everyone was incredibly excited.

At noon, Chu Chen set up a "takeout order at will" option, meaning employees could order whatever they wanted and the company would pay for it.

Another "milk tea at will" was included as a bonus.

In the afternoon, everyone's mood calmed down a little, but only a little.

Basically, throughout the day, everyone's routine was to check the online data for a while, then shout "Awesome!", and then anxiously check the server again.

Then, unsurprisingly,

At 9:30 PM, the server was still overwhelmed by the traffic.
In general, when small operators experience server crashes after launching a service, it's usually intentional.

Or perhaps it wasn't intentional, but rather inevitable.

Normally, server rentals are based on bandwidth, so bandwidth requirements are inevitably high when the server is up and running.

The problem is that, at a normal rate of player attrition, by the second or third day, the number of players is often only one-third to one-quarter of the number at launch.

In other words, if you estimate that there will be 100 million players when the server opens, and you actually prepare the server according to that scale, by the third day, not to mention the cost of server rental, the losses caused by the serious overcapacity of bandwidth will make you feel the pain.

If the developer operates the game themselves, they probably wouldn't try to save money on this.

The problem is that, in most cases, it is the operators who run the games.

Operators have no passion for games; in their eyes, games are just tools for making money. Their primary concern is not losing money, and only then do they consider making money.

So, what strategies do many small operators ultimately choose?

If the bandwidth for opening the server is matched with the normalized data estimated by the operator, the final result will naturally be that the server will crash as long as the popularity exceeds the operator's expectations.

Chu Chen would certainly not make that mistake.

In fact, Starry Sky's servers were initially prepared with at least 500Gbps of bandwidth, since the networking of the Final Battlefront is essentially a data battle, which does not put much pressure on bandwidth.

Theoretically, 500G of bandwidth can support 200,000 to 300,000 people online at the same time, but the server still crashed at 9:30 pm.

This mainly stemmed from an unexpected situation: with the popularity of "Final Front," scalpers selling "starter accounts" appeared.

They have specialized registration scripts that allow them to register accounts, farm initial resources, and then sell the resources that were originally free in the game to make a profit.

Chu Chen didn't pay much attention at first, because the cost of drawing cards in "Final Front" was already very low. In theory, as long as players played long enough, they could get all the cards in the pool.

However, to everyone's surprise, these scalpers were even willing to take a bite out of this small amount. A large number of registration scripts flooded the platform, consuming a huge amount of bandwidth and causing server crashes.

Even though Chu Chen discovered it early and immediately shut down the email registration template, the server still crashed due to the script's entry and the continuous increase in online users.

Fortunately, Chu Chen had anticipated this possibility during development, so as soon as the "Final Front" server crashed, he immediately issued a compensation announcement of 10 consecutive draws.

At the same time, it benefits from the plate isolation function during the development phase of Chuchen.

Final Frontiers ultimately collapsed, but not completely; instead, the PVP gameplay was maintained separately.

Players can still register for the game and play PVE, a game mode that doesn't require much bandwidth.

After the server crashed, a group of people frantically contacted the server operator. Some of the people from Xingchen even went directly to the server operator to coordinate the connection between the two servers and increase bandwidth.

I was busy until almost midnight.

The new server was set up and launched, finally resolving the game's PVP issues.

By the time everything returned to normal, it was past midnight, and all the test data from the first day could be viewed in the operations backend.

The air was still filled with the lingering warmth of the tense and busy work just now, mixed with the smell of coffee and energy drinks, but the three programmers who followed Chu Chen didn't care about any of that.

"Quickly, quickly, open the recharge data and take a look."

Their voices sounded tired, but their excitement was undeniable.

His gaze swept over the three men: Xiong Rui, Xiong Ping, and Xiong Wei, known as the "Three Bears of Starry Sky." They were three talented individuals that Chu Chen had found online when he was starting his company.

At this moment, all three of them looked exhausted, with dark circles under their eyes. Logically, the most important thing to do now was to let them go back to sleep.

But Chu Chen noticed that these guys seemed even more excited than he was, craning their necks and staring intently at the screen, looking as if they wanted to gouge their eyeballs out and stick them on.

"Let's take a look together then."

Well, he's been so busy with the server these past few hours that he hasn't had time to look at the data in detail.

Now is the perfect time to see everything clearly at once.

With a simple click of the mouse, the backend data page refreshes.

The first-day results of "Final Battlefront" have finally been fully presented to everyone.

The numbers popped up one by one, jolting everyone's nerves.

The number of registered players on the first day exceeded 60!
The peak number of concurrent online users reached an astonishing 17!
Upon receiving these two key data points, the previously restrained Sanxiong couldn't contain himself any longer, and low cheers echoed in the somewhat empty office.

This start is simply dreamlike.

It should be noted that the original Auto Chess game took about two months to reach this number, which, to some extent, was indeed as Chu Chen had predicted.

The original Auto Chess is ultimately a game that relies on DOTA2, and DOTA2's popularity... is more of a barrier to entry than a help.

StarCraft's "Final Battlefront" is currently riding the wave of the anime/manga trend, with a lower barrier to entry and an attractive new user acquisition policy. This data is somewhat beyond expectations, but not by much.

However, the atmosphere became even more heated when everyone's attention moved down to the data related to paid services.

Paid subscription penetration rate: 0.4%.

This means that out of every thousand registered players, only four chose to recharge.

ARPPU (Average Revenue Per Paying User): 212 yuan.

This figure means that, on average, each of the four paying players contributed 212 yuan.

Finally, the total transaction volume was calculated to be: 50.14!
Half a million!
For a new game on its first day, this number is definitely beyond expectations.

At this rate, as long as the retention rate isn't too bad, monthly revenue exceeding ten million is almost a certainty.

(End of this chapter)

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