Girls’ Frontline: Difference between revisions

 

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Prior to 2010, games targeting “otaku” players in South Korea were largely absent; while the introduction of ”Kantai Collection” in Japan during 2013 significantly influenced the trajectory of otaku-focused games there, ”Kantai Collection” had very little impact in South Korea, presumably due to it not having an official release in the country, likely out of concern of the potential for controversy over the game’s theme of World War II [[Imperial Japanese Navy]] warships. South Korean games media ”[[:ko:디스이즈게임|ThisIsGame]]” argues that it was ”Girls{{‘}} Frontline” which filled the void left by ”Kantai Collection”{{‘}}s absence in South Korea, and that gameplay designs originally introduced by ”Kantai Collection” such as its monetization system and character construction mechanic were well-received by Korean players of ”Girls{{‘}} Frontline”.<ref>{{cite web|url=https://www.thisisgame.com/webzine/special/nboard/11/?n=203690|title=[분석] 떨어지지 않는 매출… 소녀전선 2의 ‘이유 있는 흥행’|author=Kim Seung-joo|date=December 31, 2024|website=[[:ko:디스이즈게임|ThisIsGame]]|language=ko|archive-url=https://web.archive.org/web/20250103174343/https://www.thisisgame.com/webzine/special/nboard/11/?n=203690|archive-date=January 3, 2025|url-status=live|quote=2010년 이전까지 국내에서는 ‘서브컬처 마니아’ 혹은 이른바 ‘오타쿠’ 층을 대상으로 한 게임이 거의 없었으며, 이러한 게임들이 의미 있는 성과를 거둔 사례도 드물었다… <칸코레>는 일반적인 가챠 게임과 달리, 지속적인 게임 플레이를 통해 원하는 캐릭터를 ‘제조’ 시스템으로 획득할 수 있었다. 이는 실질적으로 무과금으로도 캐릭터 수집이 가능하다는 것을 의미했다… 그러나 <칸코레>는 국내에서는 큰 반향을 일으키지 못했다… 이러한 상황에서 <칸코레>의 공백을 메운 것이 바로 <소녀전선>이었다… 특히 경제적 여건이 제한적인 학생들에게는 과도한 과금을 요구하는 캐릭터 뽑기 게임보다, 꾸준한 플레이를 통해 대부분의 콘텐츠를 즐기고 원하는 캐릭터를 획득할 수 있는 <소녀전선>이 더욱 매력적인 선택지였다.|trans-quote=Before 2010, there were almost no games targeting “[[wikt:서브컬처|subculture]] enthusiasts” or so-called “otaku” in Korea, and there were few cases where these games achieved meaningful results… Unlike typical gacha games, ”KanColle” allowed players to acquire desired characters through a “manufacturing” system through continuous gameplay. This meant that character collection was possible without actually paying… However, ”KanColle” did not have a big impact in Korea… And thus, it was ”Girls{{‘}} Frontline” that filled the void left by ”KanColle”… Especially for students with limited financial resources, ”Girls{{‘}} Frontline” was a more attractive option than character gacha games that demanded excessive payment, as they could enjoy most of the content and obtain desired characters through continuous play.}}</ref>

Prior to 2010, games targeting “otaku” players in South Korea were largely absent; while the introduction of ”Kantai Collection” in Japan during 2013 significantly influenced the trajectory of otaku-focused games there, ”Kantai Collection” had very little impact in South Korea, presumably due to it not having an official release in the country, likely out of concern of the potential for controversy over the game’s theme of World War II [[Imperial Japanese Navy]] warships. South Korean games media ”[[:ko:디스이즈게임|ThisIsGame]]” argues that it was ”Girls{{‘}} Frontline” which filled the void left by ”Kantai Collection”{{‘}}s absence in South Korea, and that gameplay designs originally introduced by ”Kantai Collection” such as its monetization system and character construction mechanic were well-received by Korean players of ”Girls{{‘}} Frontline”.<ref>{{cite web|url=https://www.thisisgame.com/webzine/special/nboard/11/?n=203690|title=[분석] 떨어지지 않는 매출… 소녀전선 2의 ‘이유 있는 흥행’|author=Kim Seung-joo|date=December 31, 2024|website=[[:ko:디스이즈게임|ThisIsGame]]|language=ko|archive-url=https://web.archive.org/web/20250103174343/https://www.thisisgame.com/webzine/special/nboard/11/?n=203690|archive-date=January 3, 2025|url-status=live|quote=2010년 이전까지 국내에서는 ‘서브컬처 마니아’ 혹은 이른바 ‘오타쿠’ 층을 대상으로 한 게임이 거의 없었으며, 이러한 게임들이 의미 있는 성과를 거둔 사례도 드물었다… <칸코레>는 일반적인 가챠 게임과 달리, 지속적인 게임 플레이를 통해 원하는 캐릭터를 ‘제조’ 시스템으로 획득할 수 있었다. 이는 실질적으로 무과금으로도 캐릭터 수집이 가능하다는 것을 의미했다… 그러나 <칸코레>는 국내에서는 큰 반향을 일으키지 못했다… 이러한 상황에서 <칸코레>의 공백을 메운 것이 바로 <소녀전선>이었다… 특히 경제적 여건이 제한적인 학생들에게는 과도한 과금을 요구하는 캐릭터 뽑기 게임보다, 꾸준한 플레이를 통해 대부분의 콘텐츠를 즐기고 원하는 캐릭터를 획득할 수 있는 <소녀전선>이 더욱 매력적인 선택지였다.|trans-quote=Before 2010, there were almost no games targeting “[[wikt:서브컬처|subculture]] enthusiasts” or so-called “otaku” in Korea, and there were few cases where these games achieved meaningful results… Unlike typical gacha games, ”KanColle” allowed players to acquire desired characters through a “manufacturing” system through continuous gameplay. This meant that character collection was possible without actually paying… However, ”KanColle” did not have a big impact in Korea… And thus, it was ”Girls{{‘}} Frontline” that filled the void left by ”KanColle”… Especially for students with limited financial resources, ”Girls{{‘}} Frontline” was a more attractive option than character gacha games that demanded excessive payment, as they could enjoy most of the content and obtain desired characters through continuous play.}}</ref>

”[[Hong Kong Inmedia]]” describes ”Girls’ Frontline” as more like a novel that the player needs to clear missions for in order to continue reading, rather than a mobile game, noting that the ultimate focus of the game revolves around the stories surrounding the various characters involved.<ref name=”inmedia”/>

”[[Hong Kong Inmedia]]” describes ”Girls’ Frontline” as more like a novel that the player needs to clear missions for in order to continue reading, rather than a mobile game, noting that the ultimate focus of the game revolves around the the characters.<ref name=”inmedia”/>

In a 2020 interview between game producer Yuzhong and ”Youxi Ribao”, it was revealed that towards the later years of the game, revenue between the domestic Chinese server and the global servers eventually reached a 1:1 ratio, and Yuzhong attributes this overseas success to a strong [[gun culture in the United States]], in addition to the existence of [[Conscription in South Korea|compulsory national service]] in South Korea.<ref name=”yxrb2020″>{{cite web|url=http://news.yxrb.net/202008/01190224.html|title=专访《少前》制作人羽中:推出4款少前新游,如何做好二次元?|author=Wu Sha|date=August 1, 2020|website=游戏日报|language=zh|archive-url=https://web.archive.org/web/20200807123449/http://news.yxrb.net/202008/01190224.html|archive-date=August 7, 2020|url-status=dead|quote=事后再复盘时,羽中察觉到…如果真的可以将一个题材做到自己满意,全球范围内必然不会缺少用户。比如对枪类题材尤为喜爱的美国玩家,以及全民服兵役,对武器更为熟知的韩国。尤其是后期,当海外收入与国内形成1:1时,他们就更加相信只要自己做到极致,喜欢此类型的玩家自然也会喜欢这款游戏。|trans-quote=Looking back, Yuzhong realised that… as long as he worked on a subject matter to his satisfaction, there would always be an audience somewhere in the world. For example, American players are particularly fond of gun-related topics, and South Koreans have mandatory service and are more familiar with firearms. Especially in the later period when overseas revenue reached a 1:1 ratio with domestic revenue, they believe that as long as they keep putting their heart into the game, players who enjoy this genre will continue to love the game.}}</ref>

In a 2020 interview between game producer Yuzhong and ”Youxi Ribao”, it was revealed that towards the later years of the game, revenue between the domestic Chinese server and the global servers eventually reached a 1:1 ratio, and Yuzhong attributes this overseas success to a strong [[gun culture in the United States]], in addition to the existence of [[Conscription in South Korea|compulsory national service]] in South Korea.<ref name=”yxrb2020″>{{cite web|url=http://news.yxrb.net/202008/01190224.html|title=专访《少前》制作人羽中:推出4款少前新游,如何做好二次元?|author=Wu Sha|date=August 1, 2020|website=游戏日报|language=zh|archive-url=https://web.archive.org/web/20200807123449/http://news.yxrb.net/202008/01190224.html|archive-date=August 7, 2020|url-status=dead|quote=事后再复盘时,羽中察觉到…如果真的可以将一个题材做到自己满意,全球范围内必然不会缺少用户。比如对枪类题材尤为喜爱的美国玩家,以及全民服兵役,对武器更为熟知的韩国。尤其是后期,当海外收入与国内形成1:1时,他们就更加相信只要自己做到极致,喜欢此类型的玩家自然也会喜欢这款游戏。|trans-quote=Looking back, Yuzhong realised that… as long as he worked on a subject matter to his satisfaction, there would always be an audience somewhere in the world. For example, American players are particularly fond of gun-related topics, and South Koreans have mandatory service and are more familiar with firearms. Especially in the later period when overseas revenue reached a 1:1 ratio with domestic revenue, they believe that as long as they keep putting their heart into the game, players who enjoy this genre will continue to love the game.}}</ref>

2016 mobile strategy video game

2016 video game

Girls Frontline (simplified Chinese: 少女前线; traditional Chinese: 少女前線; pinyin: Shàonǚ Qiánxiàn) is a mobile strategy role-playing game for Android and iOS developed by China-based studio MICA Team, where players control echelons of android characters, known in-universe as T-Dolls, each carrying a distinctive real-world firearm.[1][2] The game was released in Mainland China on 20 May 2016,[3] in Hong Kong and Taiwan on 18 January 2017,[4] and in South Korea on 30 June 2017.[5] The global English version was released on 8 May 2018, while the Japanese version was released on 1 August 2018 under the title Dolls Frontline (ドールズフロントライン) due to the Girls Frontline trademark in Japan already being held by another registrant.[6] A PC version was released on 20 May 2025 in China,[7] on 26 September 2025 in Japan,[8] and on 18 November 2025 in English-speaking regions globally.

Girls’ Frontline is a prequel of another game developed by MICA Team, Codename: Bakery Girl, released in 2013.[9] Two short-length television anime series based on Girls Frontline have been produced,[10][11] and an official manga is serialised monthly.[12] Another full-length anime television series by Asahi Production aired from January to March 2022. A sequel, Girls’ Frontline 2: Exilium, released in 2023 for the China market, and in 2024 worldwide.

Top: Strategic map interface screenshot
Bottom: Combat interface screenshot

The gameplay involves the acquisition of T-Dolls through gacha game mechanics, where the amount of resources spent on construction can affect the T-Dolls acquired. T-Dolls can then be assembled into squads known as echelons and sent into battle to complete combat missions, simulations, or logistics support tasks.[2][13] The T-Dolls are moe female androids, each representing a personification of real-world small arms. They are categorised into different classes such as handguns, submachine guns, assault rifles, rifles, machine guns and shotguns.

Missions consist of a turn-based strategic battlefield where the player directs echelons across a map consisting of linked nodes with the goal of fulfilling pre-determined mission requirements, such as capturing an enemy command node or rescuing hostage units. Players are able to deploy and move echelons during their turn by expending action points, which depend on the number of heliports controlled and the number of echelons deployed. The enemy units move during enemy turns based on preset instructions. If a player’s echelon meets an enemy unit on the same node, a combat sequence is initiated. Combat is largely automated, but players can activate offensive and defensive skills specific to each T-Doll in real-time as well as move individual T-Dolls across a formation consisting of a 3×3 square grid. The position of T-Dolls within the echelon’s starting formation provide stat enhancements to other T-Dolls, and the individual stats and abilities of the T-Dolls altogether determine the outcome of the battle against the enemy team.[2][13] Some missions, known as night-time battles, will handicap the player with a limit to the number of turns possible as well as include a fog of war mechanic restricting visibility over the strategic map. A score based ranking map is unlocked at the end of every major in-game event, where players can compete for rewards based on their highest score relative to other players during the event.

T-Dolls can also be acquired through random drops after battles in addition to the construction component of the game. T-Doll stats can be complemented by equipment, which are also obtained via a gacha-based construction system or from drops in night battles.[2][13] Tactical fairies are non-combatant support units that can be added to echelons to provide status buffs to T-Dolls and either have in-battle abilities or skills that can affect the map; in-universe, they are described as AI-equipped tactical drones.[14] In later stages of the game, the player will unlock Heavy Ordnance Corps (HOC) units, which are dedicated fire support units such as mortar teams and anti-tank weapons that can provide supporting fire to echelons in combat.[15] The end-game content also introduces the Protocol Assimilation system, where enemy Sangvis Ferri units can be captured and then sent into battle.[16]

Outside of combat, the player is required to manage their supply of in-game resources, level up facilities within the base to gain economic bonuses or access to different features, and improve the combat stats and abilities of T-Dolls through skill training and other character-raising mechanics. Cosmetic items such as T-Doll costumes and furniture used to decorate the dormitories of T-Dolls are obtained through another separate token-based gacha system. Decorating dormitories also increases a T-Dolls’ affection stats through collecting hearts daily.[2][13] Additionally, some cosmetic items for the commander avatar can also be bought using gems that can be purchased through real-world microtransactions or procured via daily login. When a T-Doll’s affection stat reaches 100, the player is able to give them an OATH ring, which may be purchased through gems in the shop. Their affection cap will increase to 150 and they will receive a slight stat boost.

Examples of T-Dolls within the game.
Top row: Glock 17, MP7, ST AR-15
Bottom row: WA2000, SPAS-12, Negev

The game is set in a war-torn future where tactical dolls, more commonly known as T-Dolls, are almost exclusively used for combat in place of humans, some having been repurposed from their previous life as civilian androids. The majority of the world is uninhabitable due to contamination from the Collapse Fluid, and much of humankind is dead. In 2062, the artificial intelligence of Sangvis Ferri (SF) spontaneously rebels against humanity, with their T-Dolls and robots killing their human masters and taking over nearby areas. In response, the private military company (PMC) Griffin & Kryuger (G&K) is hired to contain and eliminate Sangvis Ferri forces; the player assumes the role of a recently promoted G&K Commander.[2] The base storyline focuses on the adventures of this commander and the Anti-Rain (AR) Team consisting of M4A1, ST AR-15, M4 SOPMOD II, M16A1, and RO635. Other important characters include the commander’s logistics officer, Kalina, AK-12, AN-94, AK-15, RPK-16 and Angelia of Squad DEFY and Squad 404, made up of UMP45, UMP9, 416, and Gr G11.

MICA Team originally started as a dōjin circle consisting of three people, however during the development of Girls Frontline, gradually expanded into a company of 117 employees.[17] At the time when Sunborn Network Technology (what would become the parent company of MICA Team) was established, owing to the favourable social environment following Chinese premier Li Keqiang‘s proposal to support domestic entrepreneurship in 2015, the company was able to secure government support and preferential policies such as tax exemptions.[18] The game began as an inspiration work based on Kantai Collection, however with the premise of anthropomorphized warships replaced with that of firearms, based on the team’s anticipations that similar moe anthropomorphism games would become popular in China.[17] What sets Girls Frontline apart from Kantai Collection is that rather than having combat sorties fully automated and only having the player take control over resource management and base raising, Girls Frontline gives players greater control over the outcome of combat.[19]

During the initial stages of the game’s development, game producer Huang Chong (黄翀), more commonly known by the pseudonym Yuzhong (羽中), worked in partnership with his former university-era confidant Yao Meng (姚蒙) who was tasked with operations management while Yuzhong handled development, and the game was originally planned to be published under Yao Meng’s company, Array Network Technology. However, due to personal conflicts, the two parted ways, and Yao Meng would eventually start a new company, Yostar, which would later publish Azur Lane as its first major game.[20][21][22] Artist Zhong Qixiang (钟祺翔), more commonly known by the pseudonym Haimao (海猫), served as the game’s original art director, but later left MICA Team in 2016 to form his own game development company Hypergryph, which would eventually release Arknights as its first game.[23][21]

In August 2020, Yuzhong remarked that during the 2014-2015 era of games, many titles attempted to encourage the player to spend as much time on the game as possible, and the act of spending 10 to 20 minutes on daily tasks eventually feels like a chore to players, and thus he aims to make game time more fragmented when designing his own games.[24] In the same 2020 interview, he also notes that each successful Chinese animesque game developer creates their own specialisation (for instance, MiHoYo focusing on action games while Papergames [zh] focuses on games directed at female audiences), and that this “niche partitioning” minimises the effect of larger game companies muscling out smaller studios that have firmly-established niches, with Sunborn’s specialisation focusing on animesque strategy games.[24]

The Chinese server shut down on December 31, 2024 due to contractual disputes with the operator Chengdu Digital Sky Technology,[25] however the other servers remain unaffected.[26] In January 2025, MICA Team announced a new PC version of Girls Frontline,[27][26] which released on Steam on 20 May 2025,[7] and allowed players on the Chinese server to transfer game progress from the mobile version to the Steam version.[28] On September 4, 2025, a Steam release for the Japanese version of the game was announced,[29] which later released on September 26, 2025.[8][30]

Collaboration events

[edit]

The game has had several collaboration events with other game companies. On 4 September 2018, the PlayStation 4 rhythm game DJMax Respect introduced three songs from Girls Frontline as DLC,[31] while time-limited DJMax Respect mission events were added to the global release of Girls Frontline in May 2020.[32]

A collaboration event for Honkai Gakuen took place in November 2017 for the Chinese release of Girls Frontline, and featured characters from that game as guest T-Dolls.[33] On November 20, 2018, Girls Frontline featured a crossover event with Arc System Works where Noel Vermillion and Elphelt Valentine from BlazBlue and Guilty Gear respectively would appear in the game as recruitable allies.[34] In 2019, the game featured a collaboration event with VA-11 Hall-A,[35] which included the addition of mission events and VA-11 HALL-A characters as obtainable T-Dolls.[36] In 2020, a collaboration event with the Gunslinger Girl franchise took place where 5 of the cyborgs were obtainable T-Dolls with added mission events and puzzles themed after the franchise.[37]

In January 2020, Girls Frontline collaborated with Ubisoft‘s Tom Clancy’s The Division where the T-Dolls of Griffin PMC join an online tournament of the Division game. The event also introduced two new characters to recruit; Agent 416 and Agent Vector, who are alternative universe versions of the characters HK416 and Vector that joined the Division.[38] In February 2023, a Zombie Land Saga collaboration featured seven characters from the anime as recruitable units.[39] A collaboration event with the anime Dropkick on My Devil! began on November 16, 2021, featuring the main character Jashin-chan and four other characters as recuitable characters.[40] In May 2024, a collaboration with Ghost in the Shell: SAC_2045 featured Motoko Kusanagi and two other characters as recruitable units.[41] In November 2024, a collaboration event for Arena Breakout was held on the Chinese server.[42] In July 2025, the season 7 event of Call of Duty: Mobile implemented crossover content featuring Girls’ Frontline cosmetics.[43]

On November 16, 2025, the Shanghai Symphony Orchestra made their first collaboration with Sunborn for the “Girls’ Frontline 10th Anniversary” concert, performing a live orchestral arrangement of the Girls’ Frontline soundtrack composed by Vanguard Sound at the Jaguar Shanghai Symphony Hall, conducted by resident conductor Sun Yifan, with vocals by Kinoko[a] and the Echo Festival Choir.[45]

Illustrated by Ling
Published by Ichijinsha
Magazine Monthly Comic Rex
Original run July 26, 2019 – present
Volumes 4
Directed by Lu Hongxi
Studio Taika Tori Animation
Original network Tokyo MX, BS11
Original run October 5, 2019 December 21, 2019
Episodes 12
Directed by Lu Hongxi
Studio Taika Tori Animation
Original network Tokyo MX, BS11
Original run December 28, 2019 March 14, 2020
Episodes 12
Directed by Shigeru Ueda
Produced by
Written by Hideyuki Kurata
Music by Takashi Watanabe
Studio Asahi Production
Licensed by Crunchyroll
Original network Tokyo MX, BS11, AT-X
Original run January 8, 2022 March 26, 2022
Episodes 12

A chibi-style television anime series featuring 12 short episodes titled Girls Frontline: Healing Chapter (どるふろ -癒し編-, DoruFuro: Iyashi-hen) aired on Tokyo MX and BS11 from October 5 to December 21, 2019.[10] A second series of animated shorts titled Girls Frontline: Madness Chapter (どるふろ -狂乱篇-, DoruFuro: Kyōran-hen) streamed on Bilibili and aired on Tokyo MX and BS11 from December 28, 2019, to March 14, 2020.[11][47] The Bilibili releases of both series are voiced in Mandarin Chinese, while the Japanese broadcast versions are voiced in Japanese.

On January 22, 2021, an anime television series adaptation produced by Warner Bros. Japan and animated by Asahi Production was announced.[48] The series is directed by Shigeru Ueda, with Hideyuki Kurata handling series composition, Masaki Yamada designing characters, and Takashi Watanabe composing the music.[49][50] It aired from January 8 to March 26, 2022, on Tokyo MX, BS11, and AT-X.[51][b] The opening theme song is “BAD CANDY” by yukaDD, while the ending theme song is “HORIZON” by Team Shachi.[52] Funimation licensed the series outside of Asia.[53] Muse Communication licensed the series in South and Southeast Asia.[54] The English dub streamed on Funimation’s website on February 4, 2022.[55]

Main characters appearing in the 2022 Girls’ Frontline anime.

Beginning in July 2019, an official manga series titled Girls Frontline: The Song of Dolls (ドールズフロントライン 人形之歌) and illustrated by Miharu has been published online monthly in Chinese by Bilibili,[59] and serialized in Japanese within the Monthly Comic Rex.[12] There are also four official manga anthology volumes published by Dengeki Bunko titled Dolls Frontline Dengeki Comic Anthology (ドールズフロントライン 電撃コミックアンソロジー) consisting of one-shots by various manga artists,[12] and another manga anthology by Ichijinsha with four volumes titled Dolls Frontline Comic Anthology (ドールズフロントライン コミックアンソロジー) with its own separate collection of one-shot manga releases.[12]

The theme song of the game, “Frontline!”, is performed in Korean with vocals by Guriri and composition by M2U; the full track is included within the soundtrack CD bundled alongside the official artbook titled The Art Of Girls Frontline Vol.1.[60] A second theme performed in English titled “What Am I Fighting For” features vocals by Akino[61] and is included within a 31-track original game soundtrack released on July 24, 2019.[62] The game’s soundtrack also features guest tracks composed by Basiscape.[63][64] English and Japanese versions of “Frontline!” were later included in the second original soundtrack released on June 17, 2020; the limited edition release of this soundtrack also included a Blu-Ray for the Girls Frontline Orchestra: Dolls with Lycoris radiata (Chinese: 人形与彼岸花) concert events which took place in Shanghai and Tokyo.[65]

A character song collection entitled “ECHOES” was released on August 26, 2020.[66]

Cosplay of AA-12 at the 30th Asian Animation Creation Exhibition

Girls Frontline was the 3rd top-grossing game by revenue on Google Play and the 5th top-grossing game on the Apple App Store for the South Korean region in 2017.[67] The perception that the game doesn’t force players to use pay-to-win microtransactions compared to other mobile games, along with its encouragement of player interaction during automatic battles, are often-cited reasons for the game’s popularity in South Korea, where it is the first Chinese-developed game to be able to compete with domestically created rivals.[68][69] According to the “2025 China videogame industry trends and future potential analysis report” released by Chinese analytics firm CNG, the game franchise has over 30 million players worldwide.[70]

Prior to 2010, games targeting “otaku” players in South Korea were largely absent; while the introduction of Kantai Collection in Japan during 2013 significantly influenced the trajectory of otaku-focused games there, Kantai Collection had very little impact in South Korea, presumably due to it not having an official release in the country, likely out of concern of the potential for controversy over the game’s theme of World War II Imperial Japanese Navy warships. South Korean games media ThisIsGame argues that it was Girls Frontline which filled the void left by Kantai Collections absence in South Korea, and that gameplay designs originally introduced by Kantai Collection such as its monetization system and character construction mechanic were well-received by Korean players of Girls Frontline.[71]

Hong Kong Inmedia describes Girls’ Frontline as more like a novel that the player needs to clear missions for in order to continue reading, rather than a mobile game, noting that the ultimate focus of the game revolves around the narrative involving the game’s characters.[4]

In a 2020 interview between game producer Yuzhong and Youxi Ribao, it was revealed that towards the later years of the game, revenue between the domestic Chinese server and the global servers eventually reached a 1:1 ratio, and Yuzhong attributes this overseas success to a strong gun culture in the United States, in addition to the existence of compulsory national service in South Korea.[24]

Spin-off games and sequels

[edit]

The tactical role-playing game Reverse Collapse: Code Name Bakery (Chinese: 逆向坍塌:面包房行动) developed by MICA Team and published by X.D. Network was released for Nintendo Switch, Microsoft Windows, and smartphone platforms. Set 30 years after in the same universe as Girls Frontline, it is a remake of the original dōjin game Code Name: Bakery Girl featuring new art, character voices, story, and game mechanics.[72]

In May 2020, a sequel titled Girls’ Frontline 2: Exilium (Chinese: 少女前线2:追放) was announced for release on smartphone platforms, alongside two spin-off games titled Girls Frontline: Glitch Land (Chinese: 少女前线:谲境) and Girls’ Frontline: Neural Cloud (Chinese: 少女前线:云图计划). Exilium stills follow the core design of turn-based tactical combat, however introduces 3D modelling for the characters.[73] Under producer Yuzhong’s direction, the games feature different aesthetic styles, with Exilium and Glitch Land featuring a more realistic, cinematic style, Code Name Bakery having a more grave and stern aesthetic, and Neural Cloud with a more exaggeratedly cuter design.[24] Neural Cloud was released in China in September 2021, and worldwide in November 2022, while Exilium released in China in December 2023, and worldwide in December 2024. The development of Glitch Land was placed on indefinite hiatus, after the game’s producer left Sunborn.[74][75]

On September 4, 2025, a mobile third-person shooter spin-off game titled Girls’ Frontline: Fire Control (formerly known under the development title “Project NET”) was officially announced. The game is developed by Hecate Team, a subsidiary studio of Sunborn,[76] is made using the Unity3D engine,[77] and soft-launched in select regions starting from October 23, 2025.[78] According to Sunborn, this game is intended to penetrate emerging markets such as Southeast Asia, the Middle East and CIS, which the company has yet to properly establish a foothold in prior to this game.[79]

Fingertip Breakthrough (Chinese: 指尖突围) is a standalone singleplayer survivors-like spin-off game based off the Girls’ Frontline universe, announced in November 2025 for release on iOS and Android.[80][81]

  1. ^ Stage name of Huang Yuxin,[44] lead singer of Vanguard Sound
  2. ^ Tokyo MX lists the series premiere at 25:00 on January 7, 2022, which is effectively 1:00 a.m. JST on January 8.
  3. ^ “Parapluie” is the French word for umbrella.
  4. ^ External electronic communications
  5. ^ “A Luxemburg” refers to a buffer state standing between an advancing threat and the home country. cf. The Evening Post Vol.XCVII N. 39, February 17, 1919, p6, THE CHANNEL AND THE RHINE.
  1. ^ “『少女前線』にいったい何が?運営と開発に亀裂、元運営が語る真相とは”. インサイド (in Japanese). May 13, 2016. Archived from the original on May 6, 2020.
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  4. ^ a b Yi Xian (August 31, 2018). “迂迴進軍日本市場:談《少女前線》的魅力”. Hong Kong Inmedia (in Chinese (Hong Kong)). Archived from the original on September 16, 2022.
  5. ^ “미소녀 총기 모에화 전략 RPG ‘소녀전선’, 6월 30일 정식 서비스 개시”. 디스이즈게임 (in Korean). June 30, 2017. Archived from the original on May 6, 2020.
  6. ^ “日本版「少女前線」,商標トラブルによりサービス名称を「ドールズフロントライン」に変更。トラブルの相手は……”. 4gamer.net (in Japanese). July 17, 2018. Archived from the original on March 28, 2019.
  7. ^ a b Wen Zhou (April 18, 2025). “《少女前线》宣布5月20日登陆Steam平台,4月21日开放数据继承”. IT之家 (in Chinese). Archived from the original on April 18, 2025.
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  11. ^ a b “「ドールズフロントライン」のミニアニメ「どるふろ」が2クール目に突入。先行カットのトレイラーが公開”. 4gamer.net (in Japanese). December 19, 2019. Archived from the original on January 12, 2020.
  12. ^ a b c d “「ドールズフロントライン」コミカライズ版の1巻と2種類の新刊アンソロが発売”. 4gamer (in Japanese). January 22, 2020. Archived from the original on January 23, 2020.
  13. ^ a b c d “Girls Frontline, un “SLG” peu innovant mais très correct”. Jeuxvideo.com (in French). July 25, 2018. Archived from the original on May 14, 2019.
  14. ^ “『ドールズフロントライン』の最新アップデートが詳しく紹介されたグリフィン情報局出張版SP”. Dengeki Online (in Japanese). March 30, 2019. Archived from the original on April 3, 2019.
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  16. ^ “《少女前線》全新改版開放捕獲鐵血人形 同步擴增心智升級角色配音”. 巴哈姆特電玩資訊站 (in Chinese). March 27, 2020. Archived from the original on May 14, 2020.
  17. ^ a b “ついに日本展開が始まる「少女前線」インタビュー。日本最重視の姿勢と「Pay to Win」ではないマネタイズ”. 4gamer.net (in Japanese). June 30, 2018. Archived from the original on May 22, 2019.
  18. ^ Geng Liru (October 11, 2017). “励志!嘉兴28岁CEO告诉你如何实现创业梦”. Zhejiang Online (in Chinese). Jiaxing Daily. Archived from the original on August 2, 2024.
  19. ^ Kim Seung-hyun (July 21, 2017). “[왜떴을까] ‘혜자 게임’이 어떻게 매출 3위를? 소녀전선 흥행 요인 분석”. ThisIsGame (in Korean). Archived from the original on December 31, 2024. 기존 <함대 컬렉션>류 게임 대부분은 스테이지를 깨는 재미보단 부대 육성이나 보급 등에 무게를 줬습니다. 부대를 어떻게 조합하고 자원을 어떻게 관리하는 등 운영 딴에서는 생각할 것이 많았어도, 스테이지 클리어 자체는 대부분 확률에 기반한 자동전투였죠. (…) <소녀전선>은 스테이지 클리어에도 힘을 줬습니다. 게임은 스테이지를 여러 말판과 갈래 길로 구성했습니다. 투입되는 부대는 저마다 제한된 탄약과 식량을 가지고 있어 거점에서 제때 보급해줘야 합니다. (…) 여기에 추가로 스테이지 내에서 벌어지는 전투도 컨트롤 요소를 넣었습니다. 유저가 스킬 발동 시기를 조절할 수 있는 것은 기본이고… 일부러 캐릭터를 엉뚱한 곳으로 이동시켜 돌격 시간을 늦춰 쿨타임 돌아갈 시간을 벌어야 하기도 합니다. (…) 이런 게임성은 <함대 컬렉션>류 게임의 단조로운 스테이지가 아쉬운 유저들에게 큰 호응을 이끌어 냈습니다. [Most existing Kantai Collection-type games focus more on unit development and supply than on clearing stages. There were a lot of things to consider operationally, such as how to assemble unit formations and how to manage resources, but most of the stage clearing itself was an automated battle based on probability. (…) Girls Frontline additionally puts emphasis on clearing stages. The game consists of stages with multiple nodes and branching paths. Each unit deployed has limited ammunition and rations, so they must be supplied at bases in a timely manner. (…) In addition, the battles that take place within the stage also have control elements. The user is required to control the timing of skill activation… and sometimes a character must be moved to another position to delay the charge time and buy time for the cooldown to return. (…) This kind of gameplay has been very popular with users who are dissatisfied with the monotonous stages of games like Kantai Collection.]
  20. ^ “6年劲赚超百亿,不研发游戏的悠星如何成为二次元大佬的?”. Gamelook (in Chinese). July 24, 2023. Archived from the original on December 5, 2023. 2015年,散爆网络成立,并开始在《面包房少女》的基础上制作手游《少女前线》,羽中及其团队负责研发,姚蒙的另一家公司阵面网络负责运营。在那段”蜜月期”,二人一度亲密到成为同睡上下铺的好兄弟。但后来的故事也都清楚:《少女前线》三测期间,羽中姚蒙二人因理念不合产生矛盾,分道扬镳… 2014年,米哈游联合创始人/总裁刘伟向姚蒙和陈开引荐了一位投资人,悠星网络由此成立… 2016年,研发遇到挫折后,悠星老板姚蒙无奈卖房筹措资金补贴悠星,才得坚持到拿下《碧蓝航线》的日本代理权 [In 2015, Sunborn Network Technology was established and began to develop the mobile game Girls’ Frontline based on Codename: Bakery Girl. Yuzhong and his team were responsible for research and development, while Yao Meng’s company Array Network Technology was responsible for operations. During this “honeymoon period”, the two men were so close that they even slept on the same bunk bed. However, what follows is just as apparent: During the third beta test of Girls’ Frontline, Yuzhong and Yao Meng had conflicts due to opposing ideas and parted ways… In 2014, MiHoYo co-founder Liu Wei introduced an investor to Yao Meng and Chen Kai, and Yostar was established… In 2016, Yostar CEO Yao Meng had no choice but to sell his home to raise funds to subsidise Yostar, allowing him to persist until he gained the Japanese publishing rights to Azur Lane.]
  21. ^ a b “《少女前线》:平静的一天”. 36氪 (in Chinese). November 2, 2024. Archived from the original on March 7, 2025. 时至今日,散爆CEO羽中和当时的阵面网络负责人姚蒙的恩怨仍然经常被提起。双方解除合作后,姚蒙创立了悠星网络,主做二游发行业务,目前在国内和日本市场都有不错的表现。2016年,《少女前线》前主美海猫络合物离开散爆网络,和黄一峰等人共同成立鹰角网络,并担任《明日方舟》的制作人。 [To this day, the feud between Sunborn CEO Yuzhong and then-director of Array Network Technology Yao Meng is still often mentioned. After the two parties ceased cooperation, Yao Meng founded Yostar, which mainly engaged in the distribution of animesque games and currently performs well in the Chinese and Japanese markets. In 2016, Haimao, the former art director of Girls’ Frontline, left Sunborn and founded Hypergryph alongside Huang Yifeng and others, serving as the producer for Arknights.]
  22. ^ Qian Hongyan (October 31, 2024). “上线8年后,少女前线迎来了并不圆满的结局”. 竞核 (in Chinese). Archived from the original on March 24, 2025. 因为早期缺乏发行经验,《少女前线》并非由散爆自主发行,而是交给了阵面网络发行,也就是悠星网络创始人姚蒙的公司。 [In the early days, due to the lack of publishing experience, Girls’ Frontline was not released by Sunborn itself, but instead handed over to Array Network Technology, which was the company of Yao Meng, the founder of Yostar.]
  23. ^ “6年劲赚超百亿,不研发游戏的悠星如何成为二次元大佬的?”. Gamelook (in Chinese). July 24, 2023. Archived from the original on December 5, 2023. 当时悠星CEO姚蒙与散爆CEO羽中(黄翀)、鹰角网络创始人之一海猫络合物(钟祺翔)等人的故事,如今早已被业内所熟知… 同年,之后成为鹰角联合创始人的海猫也加入了云母组。 [The story behind Yostar CEO Yao Meng, Sunborn CEO Yuzhong (Huang Chong), and founder of Hypergryph Haimao (Zhong Qixiang) is well known in the industry… In the same year, Haimao, who later became a co-founder of Hypergryph, also joined MICA Team.]
  24. ^ a b c d Wu Sha (August 1, 2020). “专访《少前》制作人羽中:推出4款少前新游,如何做好二次元?”. 游戏日报 (in Chinese). Archived from the original on August 7, 2020. 事后再复盘时,羽中察觉到…如果真的可以将一个题材做到自己满意,全球范围内必然不会缺少用户。比如对枪类题材尤为喜爱的美国玩家,以及全民服兵役,对武器更为熟知的韩国。尤其是后期,当海外收入与国内形成1:1时,他们就更加相信只要自己做到极致,喜欢此类型的玩家自然也会喜欢这款游戏。 [Looking back, Yuzhong realised that… as long as he worked on a subject matter to his satisfaction, there would always be an audience somewhere in the world. For example, American players are particularly fond of gun-related topics, and South Koreans have mandatory service and are more familiar with firearms. Especially in the later period when overseas revenue reached a 1:1 ratio with domestic revenue, they believe that as long as they keep putting their heart into the game, players who enjoy this genre will continue to love the game.]
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  70. ^ “2025趋势报告:小程序游戏398亿近翻倍增长 游戏业有望新增长”. China Daily (in Chinese). 16 December 2024. Archived from the original on 18 December 2024. 本次报告以散爆网络旗下的”少女前线”IP为例进行分析,从成果来看,”少女前线”系列的全球用户量已超3000万 [The report takes Sunborn Network’s IP “Girls Frontline” as an analytical example. From the analysis results, the number of global users of the “Girls Frontline” series exceeds 30 million.]
  71. ^ Kim Seung-joo (December 31, 2024). “[분석] 떨어지지 않는 매출… 소녀전선 2의 ‘이유 있는 흥행’. ThisIsGame (in Korean). Archived from the original on January 3, 2025. 2010년 이전까지 국내에서는 ‘서브컬처 마니아’ 혹은 이른바 ‘오타쿠’ 층을 대상으로 한 게임이 거의 없었으며, 이러한 게임들이 의미 있는 성과를 거둔 사례도 드물었다… <칸코레>는 일반적인 가챠 게임과 달리, 지속적인 게임 플레이를 통해 원하는 캐릭터를 ‘제조’ 시스템으로 획득할 수 있었다. 이는 실질적으로 무과금으로도 캐릭터 수집이 가능하다는 것을 의미했다… 그러나 <칸코레>는 국내에서는 큰 반향을 일으키지 못했다… 이러한 상황에서 <칸코레>의 공백을 메운 것이 바로 <소녀전선>이었다… 특히 경제적 여건이 제한적인 학생들에게는 과도한 과금을 요구하는 캐릭터 뽑기 게임보다, 꾸준한 플레이를 통해 대부분의 콘텐츠를 즐기고 원하는 캐릭터를 획득할 수 있는 <소녀전선>이 더욱 매력적인 선택지였다. [Before 2010, there were almost no games targeting “subculture enthusiasts” or so-called “otaku” in Korea, and there were few cases where these games achieved meaningful results… Unlike typical gacha games, KanColle allowed players to acquire desired characters through a “manufacturing” system through continuous gameplay. This meant that character collection was possible without actually paying… However, KanColle did not have a big impact in Korea… And thus, it was Girls Frontline that filled the void left by KanColle… Especially for students with limited financial resources, Girls Frontline was a more attractive option than character gacha games that demanded excessive payment, as they could enjoy most of the content and obtain desired characters through continuous play.]
  72. ^ “Reverse Collapse: Code Name Bakery preview trailer, screenshots”. Gematsu. May 15, 2020. Archived from the original on May 15, 2020.
  73. ^ “《少女前线》四周年庆,将与《全境封锁》联动”. Gcores (in Chinese). May 15, 2020. Archived from the original on May 15, 2020.
  74. ^ “项目难产,腾讯撤资,散爆流浪地球手游还有戏吗?”. 36氪 (in Chinese). February 2, 2023. Archived from the original on August 2, 2024. 《少前:谲境》则在2022年2月曝出制作人离职,同时项目也被冻结 [In February 2022, it was revealed that the producer of Girls’ Frontline: Glitch Land had left the company, and the project was placed on hiatus.]
  75. ^ “同人转正?散爆在海外曝光了一款”少女前线”IP射击新作”. 游戏陀螺 (in Chinese). December 30, 2024. Archived from the original on January 14, 2025. 散爆公布于2019年的《少前:谲境》,前身就是一款基于《少前前线》同人作品《HK416 Not Found》改编的同人游戏,后被散爆收编为少前IP官方衍生游戏。不过据该作制作人在网上透露的信息,因版号、制作理念不合,该项目已被散爆冻结,其本人亦从散爆离职。 [Announced in 2019, Girls’ Frontline: Glitch Land was originally a fan-made game based on the derivative work “HK416 Not Found”, which was later acquired by Sunborn to become an official title of the Girls’ Frontline IP. However, according to information provided by the game’s producer, the project has been halted by Sunborn due to issues with government registration and disagreements over development, and the producer has also left the company.]
  76. ^ “「ドルフロ」の世界観を継承した新作チーム対戦TPS「Girls’ Frontline: Fire Control」(旧:Project NET),正式発表。トレイラーを公開”. 4gamer (in Japanese). September 4, 2025. Archived from the original on September 4, 2025.
  77. ^ “Interview Yuzhong”. BRIDGE G&K (in Korean). No. 1. Korea. January 2025. p. 199. 게임의 공식 명칭은 아직 정해지지 않았지만, 현재 프로젝트 이름은 《Project NET》입니다. U3D 엔진을 기반으로 개발 중인 3인칭슈팅 게임입니다. [The game’s official title hasn’t been decided yet, but the current project name is “Project NET”. It is a third-person shooter currently in development using the U3D engine.]
  78. ^ Kim Mi-hee (October 14, 2025). “소녀전선 3인칭 슈팅 신작, 23일 소프트런칭”. GameMeca (in Korean). Archived from the original on October 16, 2025.
  79. ^ “「ドルフロ」の新作MOBAシューター「Girls’ Frontline: Fire Control」,早期アクセス版のトレイラーを公開。タイからサービスを展開”. 4gamer (in Japanese). October 22, 2025. Archived from the original on October 23, 2025.
  80. ^ “「ドルフロ」の”ヴァンサバライク”がまさかのアプリ化!?『望月(WANGYUE)』も更なる新PVを公開!―日本未上陸の注目ゲーム3選【2025年11月9日】”. インサイド (in Japanese). November 9, 2025. Archived from the original on November 14, 2025.
  81. ^ “《少女前線》平行時空新作《指尖突圍》公開 編組少女人形建構最強小隊”. 巴哈姆特電玩資訊站 (in Chinese). November 5, 2025. Archived from the original on November 14, 2025.

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