
SoulWorker Rush
» see soulworkerrush.com as it lived, on the wayback machine
~ the goodbye ~
SoulWorker Rush was announced dead on 5 September 2022 and switched off on 6 October, which gave it a total run of four months and twenty-six days. Korean trade press did the arithmetic in the headline and noted that it had not managed to fill five months.
It was a spin-off, and getting that word right matters here, because the parent game is still running. SoulWorker itself has changed operators more than once and had its rights sold outright in 2026, and most of the shutdown dates attached to its name online are regional contract expiries rather than deaths. Rush was a different thing with its own app package and its own domain, built by Bigfish Studio inside Lion Games and published only in Korea.
One honest caveat about the date. The 6 October closure is what Lion Games announced and there is no surviving first-party post confirming it executed on the day. Nothing suggests it slipped either. The notice is still indexed under its own title and the lounge filled up with farewell posts ahead of the date, while the store listing is a 404 today and the domain has since been resold to an unrelated academic research group. I am taking the announced date as the real one and telling you that is what I am doing.
~ the chronicle ~
| Born | 10 May 2022, on three Korean app stores at once |
|---|---|
| Peak | past 10,000 downloads on Google Play, and a revenue rank below 200 a month in |
| Killed | 6 October 2022 |
| Lifespan | 4 months, 26 days |
| Made by | Bigfish Studio, inside Lion Games |
| Killed by | abandonment, announced five weeks after the fact |
~ the five by eight grid ~
It was an auto-battler, which was an odd shape to pour this license into. The parent is a fast third-person action game about teenagers with oversized weapons. Rush took those same characters, shrank them into squat chibi versions and put them on a board. You dealt cards onto a five by eight grid and merged matching ones into stronger units, after which the units fought without you. Ranked play against another person was the headline mode, with a dungeon crawl beside it.
Lion Games never pretended this was going to be big, and the quote that proves it comes from the chief executive on launch day. He described the goal in deliberately small terms: make the company's first mobile game out of its own intellectual property, and get a project that had been started actually shipped. That is an unusually modest thing to say to a games reporter on the morning your game goes on sale. It also stands as the most accurate description anybody gave of it.
~ the silence before the notice ~
The record of the abandonment is clearer than the record of the shutdown. The last update was Season 4, on 29 July 2022, eighty days after launch. After it, nothing: no patches, and no answers from the operators in the lounge. Players worked it out among themselves and started posting the kind of thing you post when you already know, asking each other whether the service had ended yet, telling the game it had been fun.
The notice arrived five weeks into that, on 5 September. Trade coverage was blunt about who carried the cost, pointing out that the people hurt were the ones who had trusted the game enough to spend money on it. The Google Play listing stayed up, unchanged and with no mention of any of it, until at least 20 October, two weeks past the date the servers were supposed to have stopped. Anybody who found the game that week got a perfectly ordinary install button.
~ the store that only exists there ~
Rush launched on Google Play and on Apple's store, and also on ONE Store, which is the part that places it. ONE Store is a Korean app store, built by the country's three mobile carriers together with Naver, and it exists because Korea was large and coordinated enough to decide it wanted its own distribution channel rather than two foreign ones. Shipping to it is a routine line on a Korean release checklist and an impossibility everywhere else.
So this is a game that was published to a storefront with no equivalent in most of the world, in one language, for a license whose following outside Korea is attached to a completely different game that is still alive. It passed ten thousand downloads. A month after release it was ranked outside the top two hundred by revenue, which in a free-to-play market means it was not really earning. Then it was left alone for five weeks, and then it was closed, and the total was four months and twenty-six days.
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other gaming: Absolute Entertainment, Pocket Mortys, MapleStory 2, Dragon's Prophet
also died in the 2020s: Pocket Mortys, ai_sponge, MapleStory 2
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