Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

Today’s gaming market is already a red ocean, with most niche segments reaching a fiercely competitive stage where every player is fighting tooth and nail for a spot. Against this backdrop, it sounds almost like a fairy tale for small and medium-sized teams to aim high with limited resources and turn the tide with low-cost production. However, experience has shown that this is not entirely impossible—Chengdu-based Daixiaofan Studio has successfully achieved explosive revenue growth by focusing on UGC development.

When I visited Dai Xiaofan Studio, they had already moved into their new office in Chengdu’s High-Tech Zone. Located right next to the city’s central business district, the space is bright and airy, with panoramic floor-to-ceiling windows offering expansive views.It’s hard to imagine that just a month ago, they were still crammed into a 50-square-meter mixed-use apartment with a sister team. The catalyst for this transformation was the massive success of their UGC game mode, “Eat Dan, Cultivate Immortality,” developed for the Oasis Genesis update of *Peace Elite*.

Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?
Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

Dai Xiaofan Studio’s office space: then (top) and now (bottom)

As the UGC creation platform built into *Peacekeeper Elite*, “Oasis Genesis” has, in the four years since its launch, not only provided players with a rich and diverse range of gameplay experiences but has also enabled numerous development teams to generate substantial revenue.According to official data, in the first half of 2025, monthly in-app revenue for a single game mode on Oasis Genesis exceeded 5 million yuan, and the cumulative earnings of top developer teams have also surpassed 5 million yuan. Meanwhile, "Eat Dan, Cultivate Immortality" from Dai Xiaofan Studio became an instant hit upon launch, generating over 20 million yuan in revenue for the team in just one month, making it a true blockbuster on the platform.

So, how exactly was this massively profitable hit created? And just how much market potential does the UGC sector still hold? After reading this conversation between Game Tea House and Dai Xiaofan—founder and director of Dai Xiaofan Studio—you might just find the answers.

01

A team of seven started from scratch and turned a profit in their first month

Compared to most game companies in the industry that place a high value on professional experience, Daixiaofan Studio is something of a “ragtag group.” Of the original seven-person team, only two had prior experience in the gaming industry; the rest came from all walks of life—some had worked in sales or advertising design, while others had worked in factories or raised pigs. In 2021, these seven individuals with vastly different backgrounds came together for one simple reason: a pure dream of “making games.”

Game Tea House: We understand that, within the studio’s initial team, only you and the lead programmer had prior experience in the gaming industry. Could you tell us more about your previous careers?

Dai Xiaofan: The lead programmer previously spent five years working on SLG games at a company, where he developed a solid technical foundation, and officially joined our studio early last year. My name is Dai Xiaofan, and I’m the founder of the studio; I’ve now been in the gaming industry for ten years. Before entering the UGC space, I primarily worked on browser-based MMOs and was also involved in the transition of browser-to-mobile and client-to-mobile games. Later, I worked on WeChat mini-games, and about five years ago, I officially shifted my focus to the UGC sector, where I’ve remained ever since.

Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

Dai Xiaofan, Founder and Director of Dai Xiaofan Studio

Game Tea House: Since you all come from different industries, how did you meet and decide to start a business together? And how did you choose to focus on the UGC sector?

Dai Xiaofan: We met while playing games. Although we were in different industries at the time, we all loved gaming and hoped to make a living in the gaming industry, so later, at my suggestion, we got together.

We chose the UGC sector for three key reasons: First, UGC projects have short development cycles and low costs, allowing for rapid trial and error; today, the mature Oasis Qiyuan Studio can produce a new game mode in just one or two weeks. Second, the platform has a large user base, enabling developers to operate independently with minimal effort. This not only saves on user acquisition costs but also allows the team to focus on development;Third, competition is low. Many companies overlook this sector due to information gaps—either because they are unaware of it or dismiss it as unpromising—which presents a clear opportunity for us.

Game Tea House: Before this, had you tried venturing into other areas besides UGC?

Dai Xiaofan: Yes, before getting into UGC, I had a brief stint as a startup founder in the casual games space. At the time, I created a small hit and even secured some investment, but since I came from a game design background and had no experience with user acquisition, the project ultimately failed. After switching to the UGC space, I realized it was a better fit for us, and I haven’t considered other sectors since.

Game Tea House: How did you resolve funding issues during the studio’s early days?

Dai Xiaofan: When we entered the UGC space in 2021, the industry was booming. The studio turned a profit in its very first month and has remained profitable ever since—though we haven’t made a fortune, it’s been enough to cover our operating costs, so our initial funding was primarily self-generated through our business operations.

Game Tea House: How long does it typically take for a complete beginner on a team to go from being a novice to being able to work independently on a project?

Dai Xiaofan: It takes about two weeks to a month to get the hang of it.Editors on UGC platforms like Oasis Qiyuan are much more user-friendly than those for mobile games. They support visual programming, and features like the inventory, check-ins, lotteries, and redemption systems are already packaged as modules. We can simply modify the configuration parameters to use them directly, which significantly reduces development complexity. Plus, the platform comes with a vast library of art assets that can be directly reused in UGC development, saving on art costs and allowing newcomers to get up to speed quickly.

Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

Selected Features of the Oasis Qiyuan Editor

Game Tea House: Did you face any particularly memorable challenges during the early stages of your startup?

Dai Xiaofan: There are three things that really stand out in my mind:

First, I neglected R&D management. In my early days, I was so focused on marketing that I overlooked oversight of the production process and guidance for new planners. When the market shifted, there was a time when I couldn’t even pay salaries; in the end, I had to borrow my wife’s dowry money to get through that crisis (I’m especially grateful for her support). Later, I focused on R&D and training, which finally helped the studio get back on track, and we’ve never had trouble paying salaries since.

Second, we repeatedly hit roadblocks when seeking investment. In the early days of our startup, we were on the verge of signing a deal with a subsidiary of a well-known global mobile game publisher, but the deal was abruptly called off by the parent company. Left with no other choice, we had to rely on our own savings and loans to get the business off the ground. Subsequent attempts to connect with investors from other industries also came to nothing, as they lacked an understanding of the UGC sector.Not only did our relentless pursuit of external support fail, but our neglect of game development also caused the studio’s financial situation to take a sharp turn for the worse. Realizing that relying on others was no substitute for self-reliance, we subsequently abandoned the search for outside funding entirely and focused solely on R&D.

Third, we lacked commercialization capabilities. In the early days, we did create hit games with over 600,000 daily active users, but none of them were profitable. It wasn’t until we received training from seasoned industry planners that we successfully developed titles like *Eat Dan and Cultivate Immortality*, which are both popular and profitable.

Game Tea House: What were your goals when you first started your business? Have you achieved them yet?

Dai Xiaofan: Our initial goal was simple: to create a game that would be well-received by players and gain a loyal following, and to survive in a highly competitive market. We’ve achieved that—we’ve released several critically acclaimed titles that players constantly ask us to update, and we’ve operated steadily for five years without external investment, continuing to thrive in the gaming industry to this day.

02

With a budget of less than 1 million, we created a hit product generating 10 million in monthly revenue

If focusing on the UGC sector was the first step toward success for Daixiaofan Studio, then joining the Oasis Qiyuan platform and creating the *Eat Pills and Cultivate* series propelled the team to new heights.

Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?
Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

"Eating Elixirs to Cultivate Immortality" once topped both the "New and Promising" and "Best-Selling" charts on Oasis Qiyuan.

Game Teahouse: When and how did you first learn about Oasis Qiyuan? What attracted you most to this platform?

Dai Xiaofan: Actually, as early as 2022, we learned about and began following Oasis Qiyuan through discussions with other industry peers. We had originally planned to attend a themed salon hosted by Oasis Qiyuan in Chengdu, but ended up missing it due to some minor setbacks. It wasn’t until around October 2024, after being introduced by a friend, that we officially joined the platform.What attracted us most about Oasis Qiyuan was its massive user base. To date, its DAU has surpassed 33 million, making it a platform with tremendous potential.

Game Teahouse: Based on your experience with the project, what are the typical characteristics of Oasis Genesis users? Do they have any preferred game genres?

Dai Xiaofan: The most distinctive trait of Oasis Genesis users is their love of socializing—and friendly interaction at that; everyone loves to open their microphones and engage with others. As for gameplay preferences, there isn’t really a fixed preference—as long as the game is fun, they’re willing to give it a try.

Game Teahouse: As one of your most popular series, when was *Eat Pills and Cultivate Immortality* first greenlit, and why did you choose this theme and gameplay?

Dai Xiaofan: This project was greenlit in February of this year, based on two key considerations: First, the cultivation genre has a broad audience and is particularly popular among younger players; second, at the time, Oasis Qiyuan had just begun its commercialization efforts, and there was a clear gap in the market for long-term social content on the platform.

We also believe that for a UGC studio to survive in the long run, it must create in-depth, commercially viable content. The RPG genre happens to be an area where we have accumulated significant experience, so it comes more naturally to us. Furthermore, we’ve always had a habit of being pioneers—over the past five years, we’ve repeatedly attempted to create in-depth content that wasn’t available on the platform. At the time, Oasis Genesis hadn’t yet produced a hit long-term RPG, so we wanted to seize this opportunity.

Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?
Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

Game Tea House: On average, how long does it take to develop a title in this series, and what is the cost involved?

Dai Xiaofan: We completed the initial development of *Eating Pills to Cultivate Immortality* in just three months, and then spent about four more months polishing and optimizing it. The total cost was less than 1 million yuan.

Game Teahouse: Could you provide specific details on the current revenue for *Eat Pills and Cultivate Immortality*? Did these results exceed your expectations?

Dai Xiaofan: This result has far exceeded our expectations. The team’s cumulative revenue over the past few years was projected to be in the tens of millions, but since *Eating Pills to Cultivate Immortality* launched this past September, its highest monthly revenue has already surpassed 20 million (after platform revenue sharing).

Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

The revenue-sharing ratio previously announced by Oasis Qiyuan

Game Teahouse: In your opinion, what do you think was the key factor in the success of *Eating Pills to Cultivate Immortality* on Oasis Qiyuan?

Dai Xiaofan: The key was understanding the platform’s user base—players on Oasis Qiyuan enjoy friendly social interactions and are eager to help others. We implemented a range of social features designed to encourage existing players to bring in new ones, which directly spurred organic user growth through word-of-mouth.

In addition, we place great emphasis on communicating with our players. We have launched "Dai Xiaofan: The Pill-Eating Immortal Edition" social media accounts across multiple platforms to share update previews and development insights, interact with players, and exchange experiences with other UGC development teams.

Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

Game Tea House: You mentioned earlier that you’ve encountered some setbacks in your commercialization efforts. What practical insights can you share about that?

Dai Xiaofan: First, monetization design must not be treated in isolation; it needs to be seamlessly integrated into the game’s overall structure. That’s why we incorporate monetization logic right from the project’s inception. Second, we need to cater to both free players and casual and mid-tier paying users, avoiding excessive disparities in character stats among players. To address this, we can design low-cost premium items—these products are well-received by users and help better balance the experience across different player tiers.

03

UGC development remains a blue ocean; everyone has the opportunity to get involved.

Today, there remains a prevailing bias within the industry toward UGC content development, with many believing it lacks scale and is difficult to monetize. However, Dai Xiaofan takes a different view: the UGC sector can still deliver enjoyment to players, and at a time when competition in other sectors is becoming increasingly fierce, this blue ocean market still holds immense potential and offers great opportunities, making it worthy of attention and exploration by more developers—especially small and medium-sized teams.

Game Tea House: What does the full development process for a UGC project look like these days? From concept and project initiation to development, testing, and post-launch optimization, how do the different teams collaborate?

Dai Xiaofan: When the studio first started, our workflow was based on a “one-person-does-it-all” model, where each of the seven core members had to handle planning, programming, and art work. This approach allowed everyone to rapidly improve their overall skills.

As the scope of the project grew, we shifted to a division-of-labor model. This followed the same development logic as typical mobile games and casual games: I served as the producer, primarily responsible for setting the direction and ensuring the overall quality of the project; a gameplay designer and a systems designer handled all design and testing tasks; two programmers focused on development; and an artist managed all art-related work for the project. Each role fulfilled its specific responsibilities while working together efficiently.

Game Teahouse: It seems you’ve been looking to expand your team recently. What does your ideal team structure look like? What are the key requirements for new hires right now?

Dai Xiaofan: Our team currently consists of over 10 members, and we plan to hire 2 game designers, 2 game developers, 1 new media specialist, and 1 tester, bringing our total to around 20 people. The primary goal is to increase our team’s productivity so we can better maintain our existing projects and drive the development of new content. Our requirements are, first and foremost, a passion for games; secondly, experience with U3D or UE5 is preferred; and for game designers, experience with commercial RPGs is required.

Game Tea House: So what can you offer these talented individuals?

Dai Xiaofan: First of all, when it comes to compensation, we’re very generous—even before *Eat Dan, Cultivate Immortality* launched, our salaries were already 20% to 30% higher than those at typical mobile game companies; after the project’s success, overall salaries were raised by more than 50%.

Second, we offer growth opportunities that far exceed the industry average.The cost of trial and error is much lower in UGC than in mobile gaming. A mobile game project typically takes one to two years to complete, whereas here, a designer can independently finish a game in as little as one month. Bringing ideas to life quickly and validating them in real-world scenarios is the best way to gain experience. For example, our two core designers were still newcomers in 2021. Now, just five years later, their project experience and overall capabilities far exceed those of many peers with a decade of mobile gaming experience—a growth rate that is rare in the industry.

Game Tea House: Do you think there are still barriers to entry in UGC development today? What is the hardest part to learn or master?

Dai Xiaofan: The UGC editor itself isn’t particularly difficult to learn; the real key lies in game design skills. The quality of the game design will directly determine the product’s potential. Creating monetizable content in Oasis Qiyuan isn’t that hard; the real challenge is making it fun and earning genuine user approval.

Game Tea House: What is the current competitive landscape in the UGC market, and what kind of teams do you think are best suited to enter this space?

Dai Xiaofan: I believe the UGC sector is still a blue ocean. Today, many development companies still have limited understanding of UGC development, so competition in this sector isn’t particularly intense yet. Furthermore, major UGC platforms are currently open to new teams joining the space; they hope everyone will work together to expand the market, which is why they’ve introduced various incentive programs—a positive development for development teams.

As for which teams are suitable, I think any team can give it a try. Just like our team, even if you have absolutely no experience in the gaming industry, as long as you’re genuinely passionate about games and willing to keep learning, you can still make a great project. Teams already in the gaming industry—such as mobile game, casual game, or indie game development teams—have a solid foundation in the field, so they’ll pick it up faster and are better suited for UGC.

Game Tea House: What advice do you have for small and medium-sized teams looking to enter the UGC space?

Dai Xiaofan: My most important piece of advice is to focus on building up your knowledge of content planning and to commit to continuous learning. Additionally, our team at Dai Xiaofan is more than happy to share our experiences with everyone, and we’re open to collaborating with other small UGC teams when the time is right.

Game Teahouse: Do you have any new projects planned for the future?

Dai Xiaofan: We have no immediate plans to launch a new project. Our current priority is to develop *Eating Pills to Cultivate Immortality* into a long-lasting UGC product with a steady operational rhythm and a vibrant social ecosystem. To that end, we are actively recruiting new team members to strengthen our team and are fully committed to the long-term operation of this product. Our long-term goal is to deepen our involvement in *Peace Elite*’s Oasis Genesis, grow alongside the platform, and become its most loyal “fans.”

Overall, we will continue to focus on our UGC gaming business and the development of Oasis Genesis—for us, there is no better environment for game development than UGC, and no better UGC platform than Oasis Genesis.

Conclusion

On November 17, the Oasis Genesis Workshop of *Peace Elite* announced the results of the second round of its Game Genre Incentive Program (PVE category), with *Eat Dan, Cultivate Immortality* winning the “Genre Benchmark Award” for its deep social gameplay and immersive, entertaining experience.

Exclusive Interview: How Did This "Ragtag Team" of Seven Cross-Industry Members Manage to Earn Over 20 Million a Month?

Teahouse believes that as the Oasis Qiyuan UGC ecosystem continues to thrive, *Eat Dan and Cultivate Immortality* will undergo continuous refinement and iteration over the long term, unlocking more innovative gameplay features to deliver an even richer and more enjoyable experience for players. Together with the platform and the player community, we will continue to write a brilliant new chapter in the UGC sector.

原创文章,作者:游茶妹儿,禁止转载:https://youxichaguan.com/en/archives/194649

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