Monthly revenue reached $194 million at its peak, falling to $161 million in early 2026. Daily active users remain steady at about 10.3 million.
Revenue-per-download stands at $32.40 and revenue-per-MAU at $283.71. The DAU/MAU ratio is 20.2%.
The broader monthly audience has shrunk, but the game maintains a core base of highly engaged daily players. DAU remains steady at about 10.3 million.
Limited-edition IP collaborations, such as Sanrio and anime tie-ins, generate spikes in spend. A sizable whale population sustains high revenue per user.
Spend drivers. Revenue spikes are primarily fueled by seasonal Honor Passes and limited-edition IP collaborations.
The core player base is concentrated in China, with 54% female players. Global expansion attracted audiences in Brazil, Indonesia, and the Philippines.
The data portray a mature, monetization-focused game. Live operations and a creator ecosystem (HOK Studio) reinforce retention.
Honor of Kings remains the highest‑grossing mobile title worldwide, generating $14.5 billion in lifetime revenue and sustaining a 2025 annual income of roughly $1.7 billion. All‑time installs total 447 million, with a peak of 76 million downloads in 2024 following the global launch. Monthly revenue reached $194 million at its peak, falling to $161 million in early 2026—a 17 % decline that mirrors a 48 % drop in monthly active users (MAU) from 100.3 million to 51.9 million, while daily active users (DAU) remain steady at about 10.3 million.
The game’s monetization model is almost entirely cosmetic, driven by hero skins sold through a tiered token system and seasonal Honor Passes. Limited‑edition IP collaborations (e.g., Sanrio, anime tie‑ins) generate spikes in spend, and a sizable whale population sustains high revenue per user. Revenue‑per‑download stands at $32.40 and revenue‑per‑MAU at $283.71, with a DAU/MAU ratio of 20.2 %, indicating strong daily engagement within a broader monthly audience.
Geographically, the core player base is concentrated in China (54 % female players) but global expansion has attracted audiences in Brazil, Indonesia, and the Philippines. The title’s growth is largely organic; paid user acquisition supports new markets post‑launch, while live operations and a creator ecosystem (HOK Studio) reinforce retention. The data portray a mature, monetization‑focused game that balances declining user numbers with robust per‑user spend.