After the collaboration, it disappeared without a trace, with no new skins or events every week. What prompted the developers to adjust the skin release schedule?
2026-06-05 12:16
On weekdays, Honor of Kings is incredibly lively, with new content released daily without a break. Weekly updates are followed by rewards to maintain its popularity, and new items are added to the shop. While the ads and barrage of comments can be annoying, once you get used to it, there's a sense of anticipation, with people betting on whether their favorite character will get a new outfit. When things get a bit crazy, an entire series is released at once, generating a lot of discussion. One new outfit is released every week, and four are released regularly every month, catering to different groups regardless of type or level.
There are clues to follow; a one-month grace period for the legend of the rare item.
About two years ago, the so-called "skin rain" seemed to have stopped. I remember that before the "Detective Conan" collaboration landed, there was about a month between it and the previous product. All the Summoners were panicked, questioning whether the game was going to die out, or whether the sales data on the Internet were all lies. The top mobile game, operating for ten years, has stood firm, which is truly admirable. After the strict control of skin information, it is almost impossible to see streamers revealing information. Even if it circulates on social media, with the addition of international servers, no one dares to be sure which server it will be put on.
After the collaboration with the Japanese anime "Detective Conan" ended, there was a pause of about a month. I never imagined that this was a sign of a change in the skin marketing formula. In the new season, "Frozen" took over, followed by the Spring Festival and Valentine's Day. It just so happened to coincide with a version update. With the blessing of the Lucky Card for the Spring Festival, the skins that were released later were definitely discounted, creating the illusion that the activity was still very high. Once the goal was achieved, it returned to its original quiet state until the end of the season. Then came the update and new collaborations, battle passes, and season-limited skins. This went on for several versions, and I realized that the release frequency was no longer one skin per week, but rather one skin per quarter.
In casual games, skins accounted for a large proportion of the discussion.
It's well known that the release of skins for Honor of Kings generates a lot of buzz, comparable to scandals involving players or KPL results. Gamers are also consumers, so it's natural for new products to attract a lot of attention. Besides, not everyone places such a high value on a mobile game. Most esports fans are just playing for leisure, entertainment, and socializing. Without the skin aspect, in the world of casual games, what's left to talk about is hero strength, match results, case studies, and data analysis?
Image source: Internet
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