I want to preface this by saying that I think the developers are doing a great job. After Battle Nations shut down 10 years ago I never imagined I'd be able to play the game again. I'm back and loving it and want to see the game survive, so I did some back-of-the-envelope math on the game's finances, and I think there are structural problems that need to be addressed if we want to keep the game alive.
finances
Patreon (~3,100 patrons) is bringing in roughly $28-46k/month net after fees, based on tier distribution estimated from counts of discord roles i just took. Nanopod revenue is probably a small fraction on top of that. Linkedin shows about 9 employees, which at indie rates plus servers, licensing to king, and overhead puts costs around $28-45k/month. Obviously these are rough estimates but we're looking at roughly breakeven, or maybe slightly above or below.
what this means for the game
i don't think battle nations needs to become a huge hit mobile game. the point of this project is to let us play battle nations again, which is amazing. but even that modest goal requires the game to at least break even financially, unless the developers are willing to eat the cost. Right now it's sustained almost entirely by ~3,000 vets, which is a group that can only shrink over time. If you look at the Steam data for concurrent active users this is declining. And if the player base slowly declines and there's no way to replace those players and patrons, eventually Battle Nations will die again.
While I understand that we want to restore the original Battle Nations, aspects of the game need to adapt to the world of 2026. The original monetization was designed for a much larger playerbase that Z2Live had through its other games during the iOS app store boom. That world doesn't exist anymore. And on top of that the licensing fee with King is an additional cost that Z2Live never had.
So how do we keep Battle Nations alive in 2026? Genuinely want to know.