August
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Documents about August
PUBG Mobile Revenue Hit a New High of Nearly $33 Million: November 2018
PUBG Mobile achieved a significant financial milestone in November 2018, reaching a record-breaking $32.5 million in worldwide player spending.
- PUBG Mobile generated a record $32.5 million in worldwide revenue during November 2018, marking a 44% increase over October and a 26% increase over its previous peak in August.
- The game averaged approximately $1.1 million in daily player spending throughout November 2018.
- The United States was the top-earning market for the game in November, contributing $7.1 million (22% of total revenue), followed closely by Japan with $6.4 million (20%).
Pokémon GO Revenue: September 2018
Pokémon GO experienced a significant surge in financial and user engagement metrics during September 2018, reinforcing its position as a dominant force in the mobile augmented reality gaming sector.
- Pokémon GO generated $84.8 million in worldwide gross revenue during September 2018, marking its highest monthly earnings since November 2017.
- The game achieved a 15% month-over-month revenue increase from August 2018 and an 89% year-over-year improvement compared to September 2017.
- Pokémon GO recorded 8.86 million new downloads in September 2018, representing its strongest month for installs in 2018 and a 100% increase year-over-year.
Fortnite Revenue on iOS Hits $300 Million in 200 Days
Fortnite has achieved significant commercial success on mobile platforms, reaching $300 million in gross worldwide revenue on iOS within 200 days of its March 2018 launch.
- Fortnite grossed $300 million on iOS within 200 days of its March 15, 2018, launch, with approximately 65% of revenue originating from the United States.
- The game achieved this $300 million milestone faster than competitors like Clash Royale, which took 249 days, and Honor of Kings, which took 316 days.
- Daily player spending on the iOS version has averaged $1.5 million since launch, increasing to $2.5 million per day following the release of Season 6.
As Glu’s Stock Price Soars, Its Crowdstar Acquisition Looks Prescient
The acquisition of Crowdstar by mobile game developer Glu in late 2016 serves as a primary driver for the company’s subsequent financial turnaround and stock market performance.
- Glu Mobile's acquisition of Crowdstar for approximately $50 million has been a primary driver of its financial turnaround, with Crowdstar's titles, Covet Fashion and Design Home, accounting for over 50% of Glu's revenue in Q2 2018.
- Glu's stock price increased nearly 300% between November 2016 and August 2018, rising from $1.91 to $7.57 per share.
- The company is successfully transitioning toward profitability by stabilizing losses while growing top-line revenue, reporting a $4.4 million loss on $90.2 million in revenue for Q2 2018 compared to a $23.6 million loss on $68.7 million in revenue for Q2 2017.
Candy Crush Daily Revenue Franchise-Wide
The Candy Crush franchise continues to demonstrate strong commercial performance, with daily worldwide revenue reaching an average of $3.9 million during the first eight months of 2018.
- The Candy Crush franchise generated an average of $3.9 million in daily worldwide revenue across the App Store and Google Play during the first eight months of 2018.
- Franchise-wide daily revenue grew by approximately 7 percent compared to the $3.6 million daily average recorded during the same period in 2017.
- The original Candy Crush Saga remains the primary revenue driver, accounting for 62 percent of the franchise's total daily earnings.
Summoners War Revenue Is Strong as Ever After Passing $1.3 Billion
Summoners War, the multiplayer role-playing game developed by Com2uS and Gamevil, has solidified its position as a top-tier mobile title by surpassing $1.35 billion in lifetime worldwide player spending.
- As of August 2018, the mobile RPG Summoners War has generated approximately $1.35 billion in lifetime worldwide player spending across the App Store and Google Play.
- The title, developed by Gamevil and Com2uS and launched in June 2014, has maintained a consistent revenue stream of at least $20 million per month for the two years preceding the report.
- Summoners War has joined the 'billion-dollar club' of mobile games, placing it alongside major titles such as Candy Crush Saga, Clash Royale, and Pokémon GO.
Brawl Stars Revenue Grew 479% on iOS in July
Supercell’s team-based arena shooter, Brawl Stars, experienced a significant financial surge in July 2018, signaling potential viability for the title during its extended soft-launch phase.
- Supercell's Brawl Stars generated nearly $1.3 million in total revenue across iOS and Android in July 2018, marking a 616% increase over June.
- iOS revenue for the game grew 479% month-over-month, rising from approximately $128,000 in June to $740,000 in July.
- The revenue surge was driven by a combination of content, presentation, and monetization overhauls, alongside expansion into new markets including Hong Kong, Singapore, and Malaysia.
King Had Its Best 12 Months of Candy Crush Revenue Ever
Candy Crush Saga experienced a significant financial resurgence between August 2017 and July 2018, marking the most lucrative 12-month period in the title's history.
- Candy Crush Saga generated $930 million in global player spending between August 2017 and July 2018, marking the title's highest-grossing 12-month period since its 2012 launch.
- The $930 million revenue figure represents a 34% year-over-year increase compared to the $693 million earned in the preceding 12-month period.
- December 2017 stands as the game's peak revenue month to date, reaching $86 million in worldwide in-app purchase spending.
PUBG Mobile Revenue Hits $50 Million: Royale Pass Season 2
PUBG Mobile achieved a significant financial milestone by surpassing $50 million in worldwide player spending across the Apple App Store and Google Play.
- PUBG Mobile has surpassed $50 million in total worldwide player spending across the App Store and Google Play as of August 2018.
- The introduction of the Elite Royale Pass on June 19, 2018, caused daily revenue to quadruple from approximately $170,000 to $689,000.
- The game's global revenue ranking improved significantly, rising from the No. 68 spot in June to No. 33 in July 2018.
Clash of Clans Daily Revenue Still Exceeds $1 Million After Six Years
Clash of Clans continues to demonstrate significant commercial longevity, maintaining a daily global revenue exceeding $1 million six years after its initial release.
- Six years after its launch, Clash of Clans continues to generate approximately $1.5 million in daily worldwide revenue as of August 2018.
- While current daily earnings remain significant, they represent a decline from the game's 2015 peak, when it averaged $5.5 million per day during the same seven-month period.
- Clash of Clans has surpassed $3 billion in total lifetime revenue on the Apple App Store alone.
Clash of Clans Revenue Hits $3 Billion on iOS
Clash of Clans has achieved a significant financial milestone, surpassing $3 billion in cumulative worldwide revenue on the iOS App Store since its launch in August 2012.
- Clash of Clans generated $3 billion in worldwide revenue on the iOS App Store between its August 2012 launch and July 2018.
- Combined player spending across both the App Store and Google Play reached over $5.5 billion between January 2014 and July 2018.
- The game maintained a consistent revenue pace, averaging approximately $1.4 million per day on iOS over its first six years.
Top Grossing Mobile Games: May 2018
The mobile gaming landscape in May 2018 was defined by the sustained dominance of established titles and the notable resurgence of legacy games.
- Tencent's Honor of Kings maintained its position as the world's top-earning mobile game for the ninth consecutive month in May 2018.
- Epic Games' Fortnite reached No. 5 in global App Store gaming revenue, marking its best performance to date and an improvement from its No. 8 ranking in April 2018.
- Fortnite became the first non-Asian developed mobile title to break into the top five for App Store game revenue since Supercell's Clash Royale in May 2017.