On saleMIMESISFetching price~ €9.75-60%Mystery Hunt Tops 2 Million Sales as Momentum Keeps Building
Mimesis, the four-player co-op horror game developed by ReLU Games, a creative studio under KRAFTON, has now passed 2 million copies sold worldwide. KRAFTON says the game set a new Early Access sales record after its first major update last month, while its Steam rating remains “Very Positive.” KRAFTON positions it as an AI Native Game built around an AI-driven monster called Mimesis, and its commercial momentum now looks more like sustained growth than a brief launch spike.
Its appeal is easy to understand. In a four-player run, the AI monster Mimesis can mimic players’ movements and voices in real time, then slip into the team unnoticed. Co-op horror already runs on tension; adding a fake teammate turns that pressure into suspicion, misreads, and a constant sense that something is off.

Its rise is not just a case of the word “AI” doing the marketing. According to KRAFTON’s data, the game reached 1 million global sales in just 50 days after entering Early Access in October last year. Following the major update last month, total sales crossed 2 million. That suggests Mimesis is still growing after launch rather than fading after an initial burst of attention.
The update appears to be more than a routine content drop. KRAFTON says it focused on strengthening the judgment and behavior logic of the AI-driven NPCs, while also optimizing progression flow and overall difficulty. For more casual players, that kind of tuning matters. Co-op horror tends to fall apart when its systems feel messy or its challenge curve turns awkward. Keeping the tension high without making the game messy is the kind of change that matters.
Its breakout on video platforms follows the same logic. The most watchable moments come from the “AI imitates your teammate” setup: wrong calls, paranoia, and sudden collapses of trust. So far, related videos have accumulated around 10.34 million hours of watch time, while the highest combined concurrent viewership across related content has reached 3.8 million. Once someone gets fooled, the clip is usually enough to carry itself.
That overlap between spectator appeal and player appeal is probably the game’s strongest advantage. Players consistently point to three things: the pressure created when the AI monster copies human behavior, the psychological game of cooperation mixed with suspicion, and the fact that each run feels different because of randomness. For players who do not want to learn a maze of systems but still want a tense night with friends, that design is smart. The barrier to entry is not especially high, and the social payoff is obvious.
There is a clear limitation, though. Mimesis is still, at its core, a four-player co-op horror game. If you mostly play alone, or strongly dislike voice-based social play, some of its appeal will naturally weaken. This is a game that works best with a familiar group, because so much of the fun depends on trust, hesitation, and reading the room.
On the industry side, the game also picked up a significant accolade last month. It won the Excellence Award in the Game Design division at the CEDEC Awards 2026 in Japan and was also selected as a finalist for the grand prize. It was the first time a Korean game had received an Excellence Award in the CEDEC game design category, and Mimesis also became the first Korean game recognized there for AI-driven design innovation.
Min-jung, Kim, CEO of ReLU Games, said the result was made possible by player support and also shows that AI is becoming an important part of how games create fun. Kim added that the team will continue pushing for deeper integration between AI and game design, while supporting the long-term growth of Mimesis. KRAFTON also says it will keep investing resources to build the game into a major IP with a long lifespan.
For more casual players, Mimesis currently sits in a very specific sweet spot: easy to watch from the sidelines and easy to recommend once your group is ready to jump in. Its Steam rating is still “Very Positive,” its premise is instantly recognizable, and the long-term support plan is already in place. More than simple jump scares, its real value is that it turns one question — “Who is actually on my team?” — into a repeatable source of tension that rarely plays out the same way twice.
On saleMIMESISFetching price~ €9.75-60%





















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Wild that an Early Access co-op horror game broke KRAFTON’s sales record after the first big update; keeping a Very Positive Steam rating through that is the real flex.
True, although Steam ratings can be generous in co-op; the more telling bit is KRAFTON framing it as sustained growth, not just a launch spike, after 2 million worldwide.
2 million sold and still sitting at Very Positive after the big update is a better sign than launch hype, but I’m still waiting to see if the momentum holds before buying in.
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