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Sensor Tower
This change resulted in $1.8 million in revenue for April 2, 2018, alone. The daily average prior was $620,000.
Like opening the doors to a popular club after a VIP-only period, access for everyone significantly boosted engagement and spending.
This analysis examines the rapid financial and user growth of Fortnite on mobile platforms during its initial launch phase in early 2018. The primary objective is to quantify the impact of transitioning from an invite-only model to a public release on the iOS App Store, while assessing the game's overall market performance within its first 20 days of monetization.
Key findings indicate that removing the invite requirement triggered a 197 percent surge in daily player expenditure, with revenue jumping from a $620,000 daily average to $1.8 million in a single day. Within 20 days of the March 15, 2018, monetization launch, the game surpassed $15 million in total worldwide gross revenue, with approximately $10.5 million accruing to the developer. By early April 2018, global installs had exceeded 11 million. The data highlights that Fortnite consistently outperformed established mobile titles like Candy Crush Saga and Clash of Clans in the U.S. market, maintaining top-10 grossing status across 23 countries.
The analysis relies on proprietary Store Intelligence data to track revenue and install trends. The scope is limited to the iOS ecosystem during the period immediately following the game's mobile debut. The findings suggest that the game’s strong performance is driven by both high player acquisition and effective monetization strategies, such as the introduction of limited-time "Starter Packs." Projections suggest that the game’s revenue potential will scale significantly upon its eventual release on the Google Play store, with estimates indicating a potential for $3 million or more in daily gross revenue as the Android user base matures.
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Sensor Tower · 2026