Skip to main content

Million

Company

Documents about Million

Article

Family Guy: Another Freakin' Mobile Game Revenue Surpasses $30 Million

Family Guy: Another Freakin' Mobile Game has achieved significant commercial success, surpassing $30 million in worldwide gross revenue since its launch in April 2017.

  • Jam City's match-3 title 'Family Guy Another Freakin Mobile Game' has generated over $30 million in worldwide gross revenue since its launch in April 2017.
  • The United States is the primary market for the game, accounting for approximately 76% of total revenue, followed by Great Britain at 9%.
  • Player spending is relatively balanced across mobile platforms, with 55% of revenue originating from iOS users and 45% from Google Play.
Sensor TowerJul 2018
Article

First Week Pokémon Quest Revenue Reaches $3 Million on Mobile, Downloads Hit 3.5 Million

Pokémon Quest demonstrated strong initial market performance following its mobile launch in late June 2018.

  • Pokémon Quest generated $3 million in global player spending across the App Store and Google Play during its first seven days of mobile availability.
  • The title achieved 3.5 million total mobile downloads within its first week of release.
  • Apple's App Store accounted for 56% of total revenue, while Google Play contributed the remaining 44%.
Sensor TowerJul 2018
Article

Fortnite Earns $100 Million in Its First 90 Days on Mobile

Fortnite achieved a significant financial milestone by generating $100 million in worldwide player spending on Apple’s mobile platform within its first 90 days of availability.

  • Fortnite generated $100 million in worldwide player spending on Apple's mobile platform within its first 90 days following its March 15, 2018, launch.
  • Despite an initial invite-only launch period, Fortnite reached the $100 million milestone significantly faster than competitors like Knives Out (173 days) and Honor of Kings (179 days).
  • Fortnite's mobile revenue outperformed Knives Out by 335% and earned more than three times the revenue of Honor of Kings during their respective first 90 days on iOS.
Sensor TowerJun 2018
Article

Fortnite Hits $50 Million on iOS as Season Four Debut Quadruples Revenue

Fortnite achieved a significant financial milestone on the iOS platform, surpassing $50 million in global player spending within approximately seven weeks of its March 15, 2018, launch.

  • Fortnite surpassed $50 million in total iOS revenue as of May 2018, having launched on the platform on March 15.
  • The debut of Season Four triggered a 293% increase in daily player spending on May 1 compared to the previous Tuesday, effectively quadrupling revenue.
  • The revenue spike was primarily driven by players purchasing the $10 Season Four Battle Pass to access exclusive challenges and content.
Sensor TowerMay 2018
Cover of $126 Million and Counting: Fortnite, How Do They Do It?
Article

$126 Million and Counting: Fortnite, How Do They Do It?

The analysis examines the monetization strategy of Fortnite, specifically focusing on its departure from traditional loot box mechanics in favor of a Battle Pass system.

  • In February 2018, Fortnite generated $126 million in revenue, surpassing PUBG's $103 million to become the leading battle royale title on PC and console.
  • Fortnite’s 'Battle Pass' model prioritizes player retention and conversion over traditional loot boxes by offering a clear, goal-oriented path to cosmetic rewards.
  • The Battle Pass creates a 'Fear of Missing Out' (FOMO) effect by limiting seasonal content to specific timeframes, which encourages consistent player engagement and direct purchases.
Deconstructor of FunApr 2018
Cover of PlayerUnknown's Battlegrounds: From Pre-Alpha to 20 Million and Counting
63 min
Game Developers Conference63 min

PlayerUnknown's Battlegrounds: From Pre-Alpha to 20 Million and Counting

PlayerUnknown’s Battlegrounds achieved unprecedented global success by eschewing traditional marketing budgets in favor of a grassroots community-building strategy.

  • PUBG achieved massive scale by replacing traditional marketing budgets with a grassroots strategy that prioritized direct, transparent communication with players and content creators.
  • The studio leveraged a small team of 25 people to foster organic momentum on Twitch, effectively bypassing the need for paid advertising or external PR agencies.
  • Early development relied on a community snowballing model, using Discord for distribution and iterative feedback loops to ensure the player base directly influenced the game's evolution during Early Access.
Game Developers ConferenceApr 2018
Article

Fortnite Earns $25 Million in Its First Month on Mobile

The mobile iteration of Fortnite achieved significant commercial success during its initial launch phase, grossing over $25 million within its first 30 days on the iOS platform.

  • Fortnite grossed over $25 million in its first 30 days on mobile following its initial invite-only launch.
  • Since becoming available to all iOS users on April 1, 2018, the game has maintained average daily player spending of more than $1 million worldwide on the Apple App Store.
  • In the first half of April 2018, Fortnite outperformed top-grossing apps like Tinder and Candy Crush Saga in U.S. iPhone revenue, trailing only Netflix.
Sensor TowerApr 2018
Article

Fortnite Daily Mobile Revenue Triples, Total Surpasses $15 Million

This analysis examines the rapid financial and user growth of Fortnite on mobile platforms during its initial launch phase in early 2018.

  • Fortnite mobile generated over $15 million in gross revenue within its first 20 days of monetization, with approximately $10.5 million going to Epic Games.
  • Removing the invite-only requirement for iOS users on April 2, 2018, triggered a 197% increase in daily player spending, resulting in $1.8 million in revenue for that day alone.
  • Global mobile installs for Fortnite surpassed 11 million within the first 20 days of the game's launch.
Sensor TowerApr 2018
Article

Fortnite Made More Than $5 Million in Its First 10 Days on Mobile

Fortnite achieved significant commercial success during its initial mobile launch, generating approximately $5.3 million in worldwide gross revenue within its first 10 days of offering cosmetic in-app purchases.

  • Fortnite generated approximately $5.3 million in worldwide gross revenue during its first 10 days of offering in-app cosmetic purchases on iOS.
  • The game achieved this revenue milestone while operating as an invite-only event on the mobile platform.
  • Fortnite outperformed key battle royale competitors Knives Out and Rules of Survival in gross revenue during their respective first 10 days of monetization on iOS.
Sensor TowerMar 2018
Article

Mobile Fortnite Players Spent More Than $1 Million In-Game During First 72 Hours

The mobile launch of Fortnite demonstrated significant commercial momentum, generating over $1.5 million in worldwide gross revenue on iOS shortly after its release in March 2018.

  • Fortnite grossed over $1.5 million worldwide on iOS within its first week of availability.
  • In-game revenue reached $1 million during the first 72 hours after in-app purchases (IAPs) were enabled.
  • Fortnite outperformed competitors in the survival genre, grossing more than 25 times the revenue of NetEase’s Knives Out and Rules of Survival during their respective first four days of monetization.
Sensor TowerMar 2018
Cover of The Story of Transformice: An Indie Game with 70 Million Players
34 min
Game Developers Conference34 min

The Story of Transformice: An Indie Game with 70 Million Players

Transformice emerged from a brief three-week prototype to become a global phenomenon, ultimately attracting 70 million players through viral growth, extensive localization, and consistent seasonal engagement.

  • Transformice grew from a three-week prototype to a global title with 70 million players, primarily through viral growth and extensive localization.
  • A sudden Google AdSense ban forced a pivot to a free-to-play, cosmetic-focused monetization model, which generated over $1 million in microtransactions within six months.
  • The studio remains a 'one-game studio' with 99% of its total revenue derived from Transformice, as subsequent releases have failed to replicate its initial success.
Game Developers ConferenceAug 2017
Cover of 4.5 Million Players in 100 Days: Lessons from Dying Light
25 min
Game Developers Conference25 min

4.5 Million Players in 100 Days: Lessons from Dying Light

The success of the open-world survival game Dying Light, which reached 4.5 million players within its first 100 days of release in 2015, is attributed to a strategic combination of pre-launch feature communication and aggressive post-launch community engagement.

  • Techland achieved 4.5 million players within the first 100 days of Dying Light's release by focusing on clear communication of core game pillars, such as melee combat, the day-night cycle, and co-op play.
  • The development team maintained pre-release momentum by releasing weekly 'Dying Highlights' gameplay videos rather than traditional marketing trailers, showcasing specific features and humorous scenarios.
  • Post-launch engagement was driven by a robust telemetry system that tracked player behavior, resulting in a high 35-40% completion rate for the PC version.
Game Developers ConferenceMar 2017