Aniimo Generates $15.1 Million in Steam Revenue and 6.8 Million Twitch Hours Watched in September 2026

Pawprint Studio's free-to-play creature-collecting RPG emerged as one of September's notable gaming releases, with GameDiscoverCo estimating millions of dollars in Steam revenue and substantial streaming viewership.

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Aniimo takes players across Idyll, a colorful open world filled with collectible creatures, exploration opportunities, and multiplayer activities. (Image via Pawprint Studio)

Aniimo generated an estimated $15.1 million in Steam revenue and accumulated 6.8 million hours watched on Twitch during September 2026, according to GameDiscoverCo’s monthly gaming market analysis. The figures put the free-to-play creature-collecting RPG among the month’s notable commercial and streaming performers.

In its September 2026 PC and console games report, published on October 7, industry analyst Simon Carless highlighted Aniimo as a noteworthy entry in the free-to-play market. GameDiscoverCo estimated that the game would have ranked sixth among September’s new Steam releases by revenue if free-to-play titles had been included in that category.

The report also placed Aniimo seventh among the month’s most-watched new games on Twitch, with approximately 6.8 million viewing hours. This indicates that the game attracted attention beyond its Steam storefront, although viewing hours do not represent unique viewers or sales.

Importantly, these figures are third-party estimates from GameDiscoverCo rather than official financial results released by Pawprint Studio.

WHAT IS ANIIMO? EXPLORING PAWPRINT STUDIO’S CREATURE-COLLECTING RPG

Developed and published by Pawprint Studio, Aniimo is a free-to-play, open-world RPG built around discovering, capturing, and interacting with fantastical creatures. The game launched on Steam on September 15, 2026, with its PC and console rollout beginning the following day, according to the official Aniimo website.

Players explore Idyll, a vast continent populated by different species of Aniimo. Creatures can be captured using specialized tools, with encounters influenced by environmental conditions and the time of day. Many Aniimo can also evolve as players progress through the game.

One of its defining mechanics is called Twining. It allows players to transform into creatures they have collected and use their abilities to explore environments, solve puzzles, and participate in battles. The game also supports multiplayer activities, giving players additional ways to experience its world.

Aniimo features Twining, a mechanic that lets players transform into collected creatures and use their abilities to explore and battle. (Image via Pawprint Studio)

ANIIMO’S SEPTEMBER PERFORMANCE HIGHLIGHTS THE FREE-TO-PLAY MARKET

The estimated $15.1 million in Steam revenue is particularly notable because Aniimo does not charge players an upfront purchase price. Instead, the free-to-play RPG offers optional in-game purchases, allowing players to begin exploring its world without buying the base game. The revenue estimate therefore provides an indication of its commercial performance on Steam, although it does not establish the game’s total earnings across all platforms.

Its 6.8 million Twitch viewing hours offer another measure of its reach. With creature collection, exploration, and multiplayer battles at the center of its gameplay, Aniimo has several features that can attract audiences interested in watching discoveries and encounters unfold.

GameDiscoverCo’s findings place Aniimo alongside September’s notable releases, even though its free-to-play model distinguishes it from the paid games dominating the new-release sales charts. Its longer-term performance will depend on player retention, future updates, and continued interest in its creature-collecting mechanics.

Verified since 2024 Editorial Assistant

Emery Quinn is an Editorial Assistant at OtakuKart who focuses on contemporary video games, television, and film with an emphasis on narrative design, character arcs, gameplay systems, and cultural impact. Their work bridges mainstream entertainment coverage with thoughtful critique, analyzing how stories resonate across different audiences.

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