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Driving One Million Installs with TikTok Influencers PG Connects Digital #2
TikTok represents a transformative channel for mobile user acquisition, offering a distinct advantage over traditional advertising platforms through its highly engaged audience and a discovery-focused algorithm.
- Mid-tier influencers with one to five million followers are the most effective partners for driving high-volume user acquisition.
- Collaborations with influencers can generate tens of thousands of installs per post, often resulting in a lower effective cost-per-install than traditional paid media.
- Influencer campaigns on TikTok frequently trigger significant organic uplift, leading to measurable spikes in app store rankings and increased user-generated content.
Stellar Start for Brawl Stars in China: Spending Crosses $17 Million in First Week
Supercell’s title Brawl Stars achieved a significant commercial milestone during its June 2020 launch in China, signaling a strong entry into one of the world’s most competitive mobile gaming markets.
- Supercell's Brawl Stars generated $17.5 million in gross revenue and 4.8 million downloads during its first week in China following its June 9, 2020, launch.
- China accounted for 60.7% of the game's $28.8 million global revenue and 71% of its 6.7 million global downloads during that inaugural week.
- The China launch performance significantly outperformed the game's 2018 global release, which grossed $11 million in its first seven days outside of China.
I Expect You To Die Surpasses $2 Million in Revenue on Oculus Quest
The VR escape room puzzler I Expect You To Die achieved significant commercial success on the Oculus Quest platform, generating $2 million in revenue within its first year of availability.
- The VR title 'I Expect You To Die' generated $2 million in revenue on the Oculus Quest within its first 12 months of release.
- The Oculus Quest revenue for 'I Expect You To Die' reached two-thirds of the total $3 million the game earned across PC VR and PSVR platforms combined over a prior two-year period.
- VR publisher nDreams implemented a permanent £1,000 pay raise for all 180 full-time employees to help staff manage rising energy costs and the cost-of-living crisis.
Animal Crossing: Pocket Camp Earns $7.9 Million in April
The mobile title Animal Crossing: Pocket Camp experienced a significant performance surge in April 2020, achieving its highest monthly revenue since its 2017 launch.
- In April 2020, Animal Crossing: Pocket Camp achieved its highest monthly revenue since launch at $7.9 million, driven by the success of Animal Crossing: New Horizons.
- The mobile title reached $150 million in lifetime revenue and recorded 7.1 million downloads in April 2020, its second-highest monthly install count since October 2017.
- As of 2026, physical game versions account for 45.5% of Nintendo's total game sales, a significantly higher share than other major publishers.
What we Have Learnt from 100 Million Hypercasual Downloads
The hypercasual gaming sector is currently undergoing a significant evolution, transitioning from simple, high-volume mechanics toward more complex, hybrid models that prioritize long-term value over raw download counts.
- The hypercasual market is shifting toward hybrid-casual and idle models to improve lifetime value (LTV) and session duration, moving away from the traditional focus on raw download volume.
- Retention benchmarks for arcade-style titles show a significant gap, with top-tier games achieving 15% day-seven retention compared to just 8% for average titles.
- Publishers are utilizing impression-level data to implement personalized bidding and ad strategies, allowing for the segmentation of players based on their preference for in-app purchases versus ad-supported experiences.
Pokémon Home Was Downloaded 1.3 Million Times in Its First Week on Mobile
The launch of Pokémon Home, a cloud-based storage service for the Pokémon franchise, achieved significant market traction during its initial week of availability in February 2020.
- Pokémon Home generated 1.3 million mobile installs globally during its first week following its February 12, 2020, launch.
- The service generated an estimated $1.8 million in user spending during its first week, driven by three subscription tiers priced at $2.99, $4.99, and $15.99.
- The United States led global adoption with 444,000 installs (34% of total) and 40.8% of total user spending.
$0 to $1 Million: The Raw Numbers Behind Indie Success
Independent game development success relies on balancing creative vision with rigorous financial discipline, as there is no singular blueprint for studio longevity.
- Indie studios can adopt two distinct financial models: Kitfox Games utilizes a diversified portfolio approach with multiple concurrent projects to mitigate risk, while Clever Endeavour Games focuses on a single, long-term project (Ultimate Chicken Horse) to maximize depth and community engagement.
- Revenue streams for independent studios are heavily concentrated on PC platforms, with Kitfox Games reporting that approximately 91% of their total revenue is derived from Steam sales.
- Financial sustainability requires aggressive diversification of funding sources beyond initial game sales, including government grants, incubators like Execution Labs, Kickstarter campaigns, and work-for-hire contracts to cover lean periods.
Age of Empires Has Sold 25 Million Units, Generated Over $1 Billion in Revenue
The Age of Empires franchise has achieved significant commercial success, reaching a cumulative milestone of 25 million units sold and generating over $1 billion in total revenue.
- The Age of Empires franchise has achieved a lifetime sales milestone of 25 million units.
- The franchise has generated over $1 billion in total revenue.
- The release of the definitive version of Age of Empires II on November 14, 2019, contributed to the franchise's strong sales and revenue performance.
Lineage 2 M Surpasses $150 Million From Player Spending in Less Than Three Months
Lineage 2 M has demonstrated significant commercial success in the South Korean mobile market, surpassing $152 million in gross revenue within its first three months of release.
- NCSOFT's Lineage 2 M generated over $152 million in gross revenue within its first three months following its November 25, 2019, launch in South Korea.
- The title achieved an average revenue per download of approximately $97.60, with total installs reaching nearly 1.6 million.
- Google Play dominated the game's performance, accounting for 84% of revenue ($128.3 million) and 79.6% of total downloads.
Clash of Clans Grossed $727 Million in 2019
Supercell’s mobile strategy title, Clash of Clans, experienced a significant financial resurgence in 2019, generating $727 million in global revenue.
- Clash of Clans generated $727 million in global revenue in 2019, marking a 27% increase over the $572 million earned in 2018.
- The 2019 performance represents the first year-over-year revenue growth for the title since 2015.
- The introduction of the $4.99 monthly 'Gold Pass' in April 2019 was the primary driver for the revenue turnaround.
South Korea Powers Brawl Stars to $420 Million Revenue in First Year
Supercell’s mobile title, Brawl Stars, achieved significant commercial success during its first year of global availability, generating $422 million in gross revenue from 141 million unique downloads.
- Supercell's Brawl Stars generated $422 million in gross revenue and 141 million downloads during its first year of global release, which began on December 12, 2018.
- South Korea was the game's top-performing market, contributing $94 million or 22% of total global revenue.
- Google Play accounted for the majority of the game's performance, driving 57% of total revenue ($242 million) and 75% of total downloads (106 million).
Black Friday Spurs Mobile Game Revenue to Single-Day Record of $70 Million: USA
Black Friday 2019 served as a record-breaking day for the United States mobile gaming industry, with consumer spending reaching an estimated $69.7 million across the Apple App Store and Google Play.
- U.S. mobile game revenue reached a single-day record of $69.7 million on Black Friday 2019, representing a 25% year-over-year increase.
- App Store spending accounted for 60% of the total revenue at $42.1 million, while Google Play generated $27.6 million.
- Google Play experienced a 34% year-over-year growth in game spending, significantly outpacing the App Store's 20% growth.