Key takeaways
- Akupara Games grew Rain World from 600 to 15,500 concurrent players by 2025 through unified releases, two major DLC expansions, and direct community engagement.
- The game achieved 3.5 million lifetime sales since 2022, including 1.3 million units during a single Steam summer sale.
- Merchandise sales exceeded seven figures, far outperforming other games in Akupara's portfolio.
- Despite Akupara's ownership, Rain World remains legally tied to the now-defunct Adult Swim Games label, with Warner Bros. negotiations ongoing to finalize separation.
Rain World presents one of gaming’s more unusual protagonists: a slow, clumsy creature the size of a cat, thrust into a world it barely understands. This slug cat cannot climb effectively and struggles even to jump. Around it lurks predators—faster, stronger, hungrier—who see it as food. The clock ticks constantly. Lethal rains fall with regularity, and if the creature fails to eat and find shelter in time, those rains will end it.
A Cult Game Emerges from Obscurity
Videocult released this uncompromising game in 2017, but for years it languished in relative obscurity despite attracting a small, dedicated community. The game’s difficulty, its refusal to explain its mechanics, and the progress lost to failure created a high barrier to entry that most players never crossed. Yet those who persisted found something compelling: a world that taught through observation and accident, where the very enemies hunting you could become your teachers.
The Adult Swim Era and Platform Fragmentation
Adult Swim Games published Rain World across multiple platforms—PS4, PC, and Nintendo Switch—but the support was inconsistent. By the early 2020s, the game existed in a fractured state. PC players ran version 1.5, console players had version 1.7, while PC players in Korea inexplicably had access to version 1.8. A promised Xbox port remained perpetually in development. Bugs accumulated without timely fixes, frustrating the small but vocal fanbase that had kept the game alive through sheer stubbornness.
A Community Carrying the Weight
Despite Adult Swim’s inattention, Rain World’s community refused to let the game die. The dedicated players maintained engagement, created mods, streamed the game, and discussed it in forums and social spaces. By the time Akupara Games became aware of Rain World’s potential, the game’s devoted following had become its greatest asset. When Akupara took control in 2022 after extensive legal negotiations, that 600-concurrent-player baseline represented not market failure but untapped potential.

Akupara Games Reignites the Fire
Unification as Foundation
Akupara’s first priority was straightforward: unify the game across all platforms and regions. Once each version of Rain World received the same updates and maintained consistency, the company shifted to a more ambitious strategy. Rather than simply maintain the game, they wanted to grow it. CEO David Logan described Adult Swim’s era as stagnation—the game existed in limbo, neither growing nor failing dramatically, maintained by fan effort rather than corporate backing.
Community Partnerships and Expansion
Akupara Games introduced its first major expansion, Downpour, in 2023, adapted from a popular community-created mod. The strategy validated the work of Rain World’s most passionate modders and proved immediately effective. Peak concurrent players surged to 8,500. Beyond DLC, Akupara invested directly in community engagement through art contests, live streams, alternate reality games, and physical merchandise. The company released the long-promised Xbox version. The community responded with intensity that surprised Akupara’s leadership—more enthusiastically than audiences for many of their other published titles. The Watcher, Rain World’s second DLC expansion in 2025, pushed concurrent players to 15,500.
The Numbers Behind the Phenomenon
The commercial results during this resurgence painted a remarkable picture. Downpour sold 186,000 units at launch. The Watcher sold 128,000 units at its release. These were substantial numbers for niche indie content. During a single Steam summer sale with a steep discount, Rain World sold 1.3 million units in one event. Since Akupara took over publishing, total sales reached 3.5 million copies.
Why a Brutal Game Connected with Millions
These sales figures seemed improbable for a game that remains harsh, cryptic, and unforgiving at its core. The median playtime was low. Many players quit after hours of struggle. Yet those who continued became deeply invested. Akupara discovered an unexpected revenue stream: audiences who watched Rain World via streamers without playing themselves still purchased merchandise and participated actively in community spaces. This parasocial connection through content creators proved remarkably valuable, far exceeding typical viewer-to-buyer conversion rates.
Merchandise as a Revenue Engine
Merchandise revenue emerged as the most surprising success metric. Akupara Games generated over seven figures from Rain World merchandise alone—a figure Logan described as “wild,” suggesting actual revenue may approach eight figures. For comparison, merchandise from most of Akupara’s other published games generated only low thousands. Rain World’s merch ecosystem became a statistical outlier, indicating a fanbase willing to invest substantially in physical objects and apparel tied to the game world.
The Persistent Legal Complication
A complication persisted behind the commercial success. Despite Akupara Games owning publishing rights and the license, Rain World remained legally connected to Adult Swim Games—or what remained of it. Warner Bros. effectively retired the Adult Swim Games label in 2024. The label had initially announced plans to simply delist all remaining titles in its catalog, a move that would have deleted games from digital stores and created catastrophic headaches for developers. Public outcry forced WB to reverse course and return publishing rights to some (though not all) of the developers whose games the label published.
WB appears motivated to shed all remaining obligations tied to the defunct label. Logan and Sola confirmed ongoing negotiations with Warner Bros., though they remained cautious about timeline predictions. Logan noted that he expected resolution years earlier but the process had dragged. Still, an end to the legal complications seemed within reach, even if “close” remained a relative term.
The Future Beyond DLC
A physical collector’s edition for Rain World was announced during the game’s ninth-anniversary livestream, an almost surreal development for a title that seemed destined for obscurity five years ago. But franchise expansion beyond additional DLC seemed unlikely. Videocult indicated the nine-year-old game had pushed toward its technical limits. Further major content additions appeared impractical within the existing engine and architecture.
Akupara and Videocult’s leadership stressed that Rain World’s story was not finished. The exact nature of future plans remained unconfirmed—Sola was evasive when asked about a Rain World sequel, offering neither confirmation nor denial. Logan indicated the companies aimed to continue doing “things, including games, including not games,” suggesting expanded universe projects in other mediums could be possible. The resurgence of Rain World represented an outlier success story in indie publishing: a game that nearly disappeared through corporate disinterest found its footing through dedicated management, community partnership, and investment in a niche audience that had already proven its devotion.
Frequently Asked Questions
When did Rain World first release, and who developed it?
Rain World released in 2017, developed by Videocult and initially published by Adult Swim Games across PS4, PC, and Nintendo Switch.
How many copies has Rain World sold since Akupara Games took over?
Rain World has sold 3.5 million copies since Akupara Games began publishing in 2022, including 1.3 million during a single Steam summer sale.
Is Rain World 2 confirmed?
No, a sequel has not been confirmed. Videocult indicated the nine-year-old game has reached its technical limits, and future plans remain unspecified beyond what Logan described as "things, including games, including not games."