Thank you so much, Jaz. Now if we look at the games launched so far in 2024, we've actually had quite a busy first half and more recently, a very busy summer. I would want to point out that the first four are legacy titles and are not necessarily part of our core strategy. That said, we did have a pleasant surprise with low Lil' Gardsman, which is a very, very wonderful game that had a lot of positive reception and will have a strong long tail going into the end of this year and into next year.
Now the games that I do want to mention fall into our 1,000-hour game strategy. Many [ acute ] investors have noticed the launch of Level Zero: Extraction earlier in August, which is a tactical extraction horror game where we have alien and mercenaries fighting it out. Now the game had a really great launch and then has seen some of its player numbers go down. And we are working on fixing that because we have very clear feedback from players, and we understand exactly what to do.
This game is an early access, and this is to be expected. Some of our most popular games have had similar launch situations where at launch, we get a lot of players. And then we do a lot of modifications, rebalancing, adding features and then they go back up. That said, I will want to focus this slide, on the two bottom ones, Duckside and Drill Core. So Drill Core launched a few weeks ago. It is from our own internal studio that previously launched the game called Black Skylands to a lot of fan reception.
And Drill Core is a game -- the next game by that studio that focuses on very systems-driven gameplay, infinite replayability, et cetera. And we are seeing that in the player numbers.
If you look at the CCU or concurrent users chart of the game, you will see that within the first week of its launch, it gained more peak players than the day before. And this is exactly what we want to see with the 1000-hour games because the more time players spend in the game, the more users the game will actually attract because we know the users are enjoying the game, they already recommended to other players, and that makes our marketing efforts so much easier.
Please take a look at the SteamDB stats for Drill Core to understand what I mean. And more recently, we have had a very first in the company's history with the launch of Duckside last Wednesday. So for acute investors, you will know that we bought a company called Bad Pixel responsible for a game called Deadside, which is a survival PVP show.
And what we did is for our Studio in Riga, Latvia, tinyBuild Riga, we Took the technology of that site and allow the studio at Riga to reiterate on it because the technology is very unique. It allows over 50 players to be on the same map, build a lot of constructions, build their own basis and be able to compete with each other for resources. This is extremely difficult to do. And within 10 months of starting development on Duckside, we were able to launch it last Wednesday. And between Wednesday and yesterday, Sunday, we were gaining more and more concurrent players at their peak.
This is a testament to technology being shared between our studios and really an example of when a studio that we have internally ships a game, which is very important to be able to ship a game. They have shipped Hello Engineer, which was a Hello Neighbor spinoff game for the Google Stadia. And in a record time, we were able to ship another game with that studio that has now gained a lot of fanfare. I'm happy to answer questions about that one.
But this shows how using a lot of data-driven decisions, data-driven marketing, we are able to, in record time, set the precedent for a game launching that is essentially a massive multiplayer game was[ Duckside ] that was announced on April 1 to take the market by storm. So I'm really excited about that one, and please send us questions about that one.
That said, going towards the pipeline. We have a very exciting pipeline that is announced. We have more games, obviously, in the works. I just want to highlight a couple of games here. The one that does have a launch date is Streets of Rogue 2, which is set to the end of October, which is the highly anticipated sequel to the original.
Please consider going to the Streets of Rogue team page and scroll all the way down to the reviews there and see the amount of hours that players have spent in the original. So we have been working on the sequel for a few years, and that's coming at the end of October.
Another obvious one that I'm sure many people have submitted questions about is Kingmakers. Kingmakers is a unique example of when you have a technology into works for years under the hood that gave players something that they were not expecting, yet they know they want it. So the premise of Kingmakers is that you have a time traveling van of all things, kind of going back to the future. And you travel back in time to medieval [ boroughs ] in England with modern weapons and you're able to mow down thousands upon thousands of enemies on screen. It sounds like something a 5-year-old me would come up with. And yes, it is true. Yet no one was able to make a thing like that.
And the announcement -- the reception has been absolutely phenomenal. There's a lot of expectations for this game, and we are going to be sharing the release plans for that relatively soon. Another title that is in the portfolio that is making a lot of traction is Sand, created by the studio behind one of our most most-played games, I would say, Secret Neighbor, which is Hello Neighbor spinoff, Sand takes you to the planet of Sofie, where players compete for resources in giant walking [ maps ] that are also their basis. So for context, in games like Duckside and Deadside, players build basis to store their loot and those remain in a single location on the map.
Here you have a walking base, you have a lot of risk and also a lot of reward because you can steal other players look loot while competing on this phenomenal world that the team has designed. Now just a reminder on our 5-year plan. We're still on track this year. We are launching more big titles, and we have actually recently gotten into a Live action media With a brief announcement from Story Kitchen on an upcoming Kingmakers film. That said, we are really excited by live action media and also animation because animation has been at the core of our business for the past few years with Hello Neighbor franchise, and I will talk about that in depth.
But the idea is that while platform deals right now on the gaming side are a little bit deflated. What we're seeing is that Hollywood is actually very hungry for great intellectual property. And if you watch the Fallout TV series, you don't need to be a fan of the games to really enjoy that series. And this shows how in video games, you can create an IP from essentially scratch and then overnight become a worldwide phenomenon.
And this is where I believe the businesses will converge in the next couple of years, where we will have cross media originating from video games and then transitioning to theaters to streaming services, et cetera. So this is a really exciting time, and I'm going to talk a little bit more in depth about the Hello Neighbor animated series styled Welcome To Raven Brooks. We have launched Season 1 just over a year ago. And so far, it has generated over 275 million minutes watched.
Now for some million minutes watched is a weird term. This is what the Nielsen rating uses. To contextualize this, the most expensive show in the world Rings of Power based on a Lord of the Rings by Amazon has generated about 1 billion minutes watched in its first week. Now I understand that this is not apples-to-apples, but this is just context. we are releasing Season 2, this Halloween and Season 3 is currently in production. And what we have seen is a direct correlation between an uplift in sales and traction for the animated series.
And with really lore-rich franchises such as Hello Neighbor, we're seeing that putting that lore into a linear media format that is easily consumable, actually, expands the audience and fans are calling this the best product within the franchise. And that's outside of millions of books sold, millions of game downloads across all platforms, et cetera. So we are really excited about the future of doing this cross media strategy and fueling our core business, which is video games. To close off, just to remind everyone about our core strategy, we are a global developer publisher.
We invest into intellectual property with the ultimate goal to bring that IP to multiple media formats, to expand it and to unlock its full potential over the years. And you may not know this, but typically, the video game intellectual property unlocks its full potential over the course of a decade or even more. We have seen this with major publishers like CAPCOM with a Resident Evil series and countless others.
So we're really excited to continue following the strategy because we strongly believe in it. And the Board does remain confident that we have adopted the right strategy and we are on track to deliver within expectations. And with that, let's dive into Q&A. I see we have a lot of questions.