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Empires & Puzzles Storms Past $500 Million in Lifetime Revenue
The match-3 RPG Empires & Puzzles, developed by the Finnish studio Small Giant Games, has achieved a significant financial milestone by surpassing $500 million in lifetime gross revenue.
- Small Giant Games' title Empires & Puzzles has surpassed $500 million in lifetime gross revenue, reaching approximately $507 million from over 41 million downloads.
- The game has become Zynga's strongest-performing acquisition to date, significantly outpacing other titles like CSR Racing 2 ($311 million) and Merge Dragons ($287 million).
- Android platforms drive the majority of the game's financial success, accounting for $340 million (67%) of total revenue and 34 million (83%) of total downloads.
Pokémon Masters Catches $33 Million Globally in Its First Month
Pokémon Masters achieved significant commercial success during its initial month of availability, generating $33.3 million in global player spending following its August 29, 2019, release.
- Pokémon Masters generated $33.3 million in global player spending during its first month following its August 29, 2019, release.
- While the title achieved the second-highest grossing launch month for a Pokémon mobile game, it earned significantly less than Pokémon GO, which grossed $302 million in its first month.
- The game significantly outperformed recent franchise releases, earning roughly 4.4 times more than Pokémon Quest ($7.6 million) and 44 times more than Pokémon Rumble Rush ($760,000) in their respective first months.
Pokémon Masters Revenue Surpasses $25 Million in Its First Week
Pokémon Masters achieved a strong commercial debut, generating an estimated $26 million in gross revenue during its first week of availability in September 2019.
- Pokémon Masters grossed approximately $26 million in its first week of release, marking the second-best mobile launch in the franchise's history.
- Japan was the primary market for the game's launch, accounting for $16 million or 62% of total first-week revenue.
- The title significantly outperformed other recent franchise entries, such as Pokémon Quest ($3 million), Pokémon: Magikarp Jump ($1 million), and Pokémon Rumble Rush ($300,000).
Fortnite Mobile App Gained $40 Million in the US Due to the Fortnite World Cup
The Fortnite World Cup, held in July 2019, served as a significant catalyst for the financial performance of the Fortnite mobile application.
- The Fortnite mobile application generated over $40 million in revenue during July 2019, representing a nearly 50% increase compared to the previous month.
- The revenue spike in July 2019 was directly attributed to the Fortnite World Cup, a major competitive event hosted by Epic Games with a $30 million prize pool.
- US-based players are the primary revenue drivers for the mobile app, accounting for more than 80% of the total income.
Brawl Stars Hits $275 Million Revenue, 100 Million Installs Worldwide in Six Months
Supercell’s mobile title, Brawl Stars, has achieved significant commercial success within its first six months of global availability, generating $275 million in worldwide player spending and surpassing 100 million installs.
- Supercell's Brawl Stars generated $275 million in global player spending and reached 100 million installs within its first six months following its December 12, 2018, launch.
- The game currently averages approximately $46 million in monthly revenue and $1.5 million in daily player spending.
- South Korea is the top-performing market for the title, contributing 22% ($61 million) of total revenue, followed by the United States at 19% ($52 million) and Japan at 9% ($25 million).
Roblox Revenue Reaches $750 Million on Mobile: Tencent Tie-Up Clears Way for Chinese Launch
Roblox has achieved a significant financial milestone, with global mobile player spending surpassing $750 million.
- Roblox has surpassed $750 million in lifetime mobile player spending, with the United States accounting for 67% ($503 million) of that total.
- Roblox Corporation has entered a strategic partnership with Tencent to facilitate the game's official launch in the Chinese market.
- Mobile revenue is showing strong momentum, with May 2019 spending projected to reach $36 million, a 50% year-over-year increase from $24 million in May 2018.
Valve's Steam Link App Hits 2 Million Installs
Valve’s Steam Link application has reached a significant milestone, surpassing two million global installs across mobile platforms.
- Valve's Steam Link app surpassed 2 million total global installs following its recent launch on iOS.
- The iOS version of Steam Link recorded 330,000 downloads in its first week of availability.
- China and Japan are the primary markets for the iOS app, accounting for 57% and 14% of downloads respectively, while the U.S. accounts for only 6%.
Supercell's Brawl Stars: $50 Million Grossed in South Korea
Supercell’s mobile title Brawl Stars has achieved significant commercial success in South Korea, generating $50 million in gross revenue within five months of its December 2018 launch.
- Supercell’s Brawl Stars has grossed $50 million in South Korea since its December 2018 launch, making it the game's largest market at 21 percent of total global player spending.
- The game has generated $230 million in total global revenue across all territories during its first five months of availability.
- South Korea has outperformed the U.S. (20 percent of revenue) and Japan (9.7 percent of revenue) as the primary driver of Brawl Stars' earnings.
Tencent's Game for Peace Surpasses $14 Million in 72 Hours on China's App Store
The launch of Game for Peace in China represents a highly successful transition for Tencent, as the title generated over $14 million in gross revenue within its first 72 hours on the Chinese App Store.
- Tencent's 'Game for Peace' generated over $14 million in gross revenue on China's iOS App Store within its first 72 hours of availability.
- The title averaged approximately $4.7 million in daily player spending during its initial three-day launch period.
- Game for Peace outperformed Fortnite's global iOS revenue by 3.5x during the same three-day window, earning $14 million compared to Fortnite's $4 million.
NetEase Battle Royale Title Cyber Hunter Surpasses 5 Million Installs in First Two Weeks
NetEase’s sci-fi battle royale title, Cyber Hunter, achieved significant early momentum following its global release on April 22, 2019.
- NetEase's sci-fi battle royale title, Cyber Hunter, reached 5 million global downloads across the App Store and Google Play within its first two weeks following its April 22, 2019, launch.
- In the Japanese market, Cyber Hunter achieved 1.1 million installs during its initial 14 days, outperforming the two-week launch performance of NetEase's own hit title, Knives Out, which saw 980,000 installs in the same period.
- While Cyber Hunter has shown strong early adoption, its initial global revenue is approximately $350,000, with $154,000 generated from Japan.
Pokémon GO Revenue Surpassed $65 Million: April 2019
Pokémon GO demonstrated sustained financial momentum in early 2019, driven by successful live operations and seasonal events.
- Pokémon GO generated over $65 million in worldwide gross revenue during April 2019, representing a 15% increase compared to April 2018.
- Year-to-date revenue for the first four months of 2019 reached approximately $270 million, a 33% increase over the $203.5 million earned during the same period in 2018.
- The United States and Japan are the game's top markets, each accounting for approximately 34% of total 2019 revenue, or just under $92 million per market.
Playrix Revenue Is Now $20.4 Million Weekly
Playrix has established itself as a dominant force in the mobile gaming industry, driven by the success of four core titles: Homescapes, Gardenscapes, Township, and Fishdom.
- Playrix generates $20.4 million in weekly revenue across the Apple App Store and Google Play.
- The company's primary revenue drivers are four major titles: Homescapes, Gardenscapes, Township, and Fishdom.
- In-app purchases account for over 97% of total revenue, with advertising contributing less than 3%.