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Candy Crush Series Revenue Reached Nearly $120 Million Last Month: With Help from Friends

The Candy Crush franchise continues to demonstrate significant financial momentum, achieving nearly $118 million in global gross revenue during February 2019.

  • The Candy Crush franchise generated over $118 million in global gross revenue during February 2019, representing a 20 percent increase compared to February 2018.
  • The original Candy Crush Saga remained the primary revenue driver, contributing nearly $74 million and achieving 36 percent year-over-year growth.
  • Candy Crush Soda Saga generated approximately $27.4 million in revenue, while Candy Crush Jelly Saga contributed $5.1 million.
Sensor TowerMar 2019
Article

Pokémon Franchise Games Catch $2.5 Billion on Mobile to Date, Downloads Top 640 Million

The Pokémon franchise has achieved significant commercial success on mobile platforms, generating $2.5 billion in global consumer spending and accumulating 640 million downloads since 2014.

  • The Pokémon franchise has generated $2.5 billion in total mobile revenue across six titles, with Pokémon GO accounting for approximately 98% ($2.45 billion) of that total.
  • Global installs for the franchise’s mobile titles have reached nearly 640 million since 2014, with Pokémon GO contributing 550 million, or 86%, of those downloads.
  • The United States is the top-grossing market for the franchise, generating $875 million (35% of total revenue), followed by Japan with $725 million (29%).
Sensor TowerMar 2019
Cover of Financial Results Briefing for FY2019 First Quarter Transcript
Financial report4 pages

Financial Results Briefing for FY2019 First Quarter Transcript

This financial briefing outlines the performance and strategic direction of GREE, Inc. for the first quarter of fiscal year 2019.

  • GREE reported Q1 FY2019 net sales of 18.2 billion yen and an operating income of 1.6 billion yen, exceeding internal forecasts despite a quarter-on-quarter sales decline caused by the absence of previous major title anniversaries.
  • Net income grew significantly compared to the previous period, driven by the sale of investment securities and the lack of recurring impairment losses.
  • The company is shifting its gaming strategy toward self-distribution in North America, South Korea, and Taiwan for titles like DanMachi to improve profit margins compared to partner-led models.
GREE Inc.Mar 2019
Article

Candy Crush Friends Saga Revenue Hits $50 Million

Candy Crush Friends Saga, the latest installment in King’s flagship puzzle franchise, reached $50 million in worldwide gross revenue within 140 days of its October 2018 global launch.

  • King's Candy Crush Friends Saga surpassed $50 million in worldwide gross revenue 140 days after its October 10, 2018, global launch.
  • The United States is the primary revenue driver for the game, accounting for approximately 61% of total spending, or $30.5 million.
  • The game reached the $50 million milestone slower than its predecessor, Candy Crush Jelly Saga, which hit the same mark in 85 days.
Sensor TowerFeb 2019
Article

Minecraft Earned $110 Million on Mobile in 2018: Its Best Year Yet

Minecraft achieved its most profitable year on mobile platforms in 2018, generating over $110 million in global revenue.

  • Minecraft generated over $110 million in global mobile revenue during 2018, marking its most profitable year to date.
  • Annual mobile revenue for the title grew 7% year-over-year, increasing from approximately $103 million in 2017.
  • The United States was the largest market for Minecraft mobile spending in 2018, accounting for 48% of total revenue or roughly $52.8 million.
Sensor TowerFeb 2019
Cover of Destiny vs. Warframe - $500 Million in Free Marketing - Extra Credits
7 min
Extra Credits7 min

Destiny vs. Warframe - $500 Million in Free Marketing - Extra Credits

The core thesis posits that a lack of cohesive vision and tonal consistency in game development can lead to significant market failure, effectively allowing competitors to capture a dissatisfied player base.

  • A lack of cohesive vision and tonal consistency in game development creates market vulnerabilities that allow competitors to capture dissatisfied player bases.
  • Destiny’s failure to define its identity, oscillating between a standard console release and a service-based MMO, resulted in a disconnect between marketing promises and actual player experience.
  • Warframe successfully captured the looter-shooter market by maintaining a consistent, communicable core identity as a fast-paced, dark sci-fi action game.
Extra CreditsFeb 2019
Article

Brawl Stars Revenue Shoots Past $100 Million After Two Months

Supercell’s mobile title Brawl Stars achieved significant commercial success within its first two months of global release, surpassing $110 million in worldwide consumer spending.

  • Supercell's Brawl Stars generated approximately $110 million in global consumer spending within 60 days of its December 12, 2018, worldwide launch.
  • The game reached the $100 million revenue milestone just two months after its global release, following a 1.5-year soft launch period.
  • January 2019 was the game's strongest revenue month to date, with $51 million in spending, representing a 24% increase over December 2018 earnings.
Sensor TowerFeb 2019
Article

PUBG Mobile Revenue Shot Past $14 Million Last Week, Its Best Since Launch

PUBG Mobile achieved a significant financial milestone during the week of January 14, 2019, recording its highest weekly revenue since the game’s launch.

  • PUBG Mobile achieved its highest weekly revenue to date, generating $14 million globally for the week of January 14, 2019.
  • The revenue spike was primarily driven by the January 18 launch of the game's fifth Royale Pass season.
  • Weekly revenue more than doubled compared to the previous week's $6.7 million and exceeded the previous record of $12.8 million set in November 2018 by nearly 10 percent.
Sensor TowerJan 2019
Article

Pokémon Quest Catches 10 Million Downloads, $9.5 Million in Player Spending

The mobile game Pokémon Quest achieved a significant performance milestone within its first seven months of global availability, reaching 10 million total installs and generating approximately $9.5 million in player spending across the Apple App Store and Google Play.

  • Pokémon Quest reached 10 million global downloads and $9.5 million in gross revenue within approximately seven months of its June 24, 2018, launch.
  • The title ranks as the fourth highest-grossing Pokémon mobile game, trailing Pokémon GO ($2.27 billion), Pokémon Shuffle Mobile ($21.8 million), and Pokémon Duel ($21.6 million).
  • Japan leads in player spending with $3 million (32% of total revenue), while the United States accounts for the highest volume of downloads at 2.2 million.
Sensor TowerJan 2019
Article

Brawl Stars Surpassed $63 Million Grossed in Its First Month

Supercell’s mobile title, Brawl Stars, achieved a significant commercial milestone by grossing over $63.4 million during its first month of global availability.

  • Supercell's Brawl Stars grossed over $63.4 million globally in its first month following its December 12, 2018, worldwide launch.
  • The game generated an average of nearly $2 million in daily player spending during its first 30 days of global availability.
  • The United States was the top-performing market, contributing approximately $16.5 million, or 26% of the total first-month revenue.
Sensor TowerJan 2019
Article

Candy Crush Players Spent $4.2 Million Per Day Last Year: Pushing the Franchise's 2018 Total Past $1.5 Billion

The Candy Crush franchise demonstrated significant financial resilience and growth throughout 2018, generating over $1.5 billion in global gross revenue.

  • The Candy Crush franchise generated over $1.5 billion in gross revenue in 2018, averaging approximately $4.2 million in daily player spending across the App Store and Google Play.
  • Total franchise revenue grew by 6.5% year-over-year in 2018, supported by a 17% increase in new mobile players, totaling nearly 230 million new installs.
  • The original 2012 Candy Crush Saga remains the primary revenue driver, accounting for 63% of the franchise's total 2018 earnings with $945 million, a 10% increase over 2017.
Sensor TowerJan 2019
Article

Brawl Stars Revenue Shoots Past $10 Million in One Week

Supercell’s multiplayer title, Brawl Stars, achieved significant commercial success following its global release in December 2018.

  • Supercell’s Brawl Stars generated over $10 million in global revenue during its first seven days of worldwide release in December 2018.
  • The game reached approximately 15 million installs within its first week of global availability.
  • The United States was the top-performing market, contributing $3 million (30%) of total revenue, followed by Japan at $1.6 million (16%).
Sensor TowerDec 2018