Fire Emblem Heroes
Game
18 documents in the library are about Fire Emblem Heroes, from writers such as Nintendo, PocketGamer.biz and Sensor Tower. Each has a summary and key insights with the page they come from.
Connections
The documents about Fire Emblem Heroes on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Key figures from the reports
Nintendo’s Fire Emblem Shadows has struggled commercially, generating less than $900,000 in its first year, likely due to its departure from the aggressive gacha monetization models used in Fire Emblem Heroes.
PocketGamer.biz, 2026 · Why Supercell couldn’t save Squad Busters and Google's AI game maker | Week in Mobile Games podcast, p. 22
Fire Emblem Heroes is the primary driver of Nintendo's mobile success, contributing roughly 50% of the company's total mobile revenue.
The Game Business, 2025 · Nintendo has generated nearly $2.2 billion from mobile games so far, p. 22
Fire Emblem Heroes remains Nintendo’s top-performing mobile game with over $1 billion in lifetime revenue.
Game World Observer, 2022 · Mario Kart Tour Approaching $300 Million in Revenue
Fire Emblem Heroes is the primary revenue driver, accounting for 61% ($656 million) of total lifetime mobile earnings despite representing only 4% of total downloads.
Sensor Tower, 2020 · Nintendo Mobile Games Reach $1 Billion in Lifetime Player Spending
The smart-device business saw significant engagement, with Super Mario Run reaching 200 million downloads and Fire Emblem Heroes showing increased overseas sales.
Nintendo, 2017 · Six Months Financial Results Briefing: Fiscal Year Ending March 2018, p. 2
Documents about Fire Emblem Heroes
Why Supercell couldn’t save Squad Busters and Google's AI game maker | Week in Mobile Games podcast
The mobile gaming landscape is currently defined by a tension between established intellectual property expansion and the integration of generative artificial intelligence.
- Supercell is discontinuing Squad Busters on December 14th, marking its first global launch failure despite the title reaching 58 million downloads and $67 million in lifetime revenue.
- Squad Busters failed to sustain long-term engagement due to a combination of convoluted gameplay mechanics and ineffective monetization strategies.
- Google’s Playground is attempting to democratize game development through text-to-game generation, though current iterations lack the mechanical depth and visual variety to compete with professional ecosystems like Roblox.
Apple's $2,000+ iPhone Duo and the backlash to new EU App Store rules | Week in Mobile Games podcast
Apple is aggressively targeting the premium mobile gaming sector with the introduction of the iPhone Duo, a foldable device priced at $1,999.
- Apple has launched the iPhone Duo, a foldable smartphone with a 7.6-inch internal display and 5.4-inch outer screen, priced starting at $1,999.
- Apple is collaborating directly with studios like Azra Games to optimize titles for the iPhone Duo and iPhone 18 Pro Max, including the implementation of 120Hz support and advanced graphics modes using Metal FX.
- Valorant Mobile saw significant growth in August 2026, with revenue reaching $53.7 million—a 68% month-over-month and 375% year-over-year increase—driven primarily by the Chinese market.
Unity copies the AppLovin playbook with Vector | Week in Mobile Games podcast
This analysis covers recent developments in the mobile games industry, focusing on strategic shifts by major technology firms, legal challenges, and performance trends for specific titles.
- Unity is shifting its business model to mirror AppLovin by divesting its game publishing division, Supersonic, to focus exclusively on its 'Vector' growth strategy.
- The Ninth Circuit Court of Appeals has denied Apple’s request for a rehearing in the Epic Games App Store dispute, maintaining the current legal pressure regarding external transaction fees.
- Supercell’s Brawl Stars has seen a revenue resurgence, recording $33 million in February, a 9.2% increase since November 2024.
What do game developers really think of Project Genie? | Week in Mobile Games podcast
Google’s introduction of Project Genie, an AI-driven tool capable of generating playable environments from text prompts, has sparked significant market volatility, notably impacting the stock valuations of established platforms like Unity and Roblox.
- Google’s Project Genie has caused market volatility for Unity and Roblox, but industry professionals view the tool as an experimental prototype that currently lacks the mechanical depth and narrative sophistication required for professional game production.
- Nintendo is approaching a milestone of one billion total console sales, reflecting a successful recovery from the Wii U era and the sustained strength of its current hardware ecosystem.
- Arz Interactive secured $70 million in Series A funding to target specific genre gaps within the sports gaming market.
Nintendo has generated nearly $2.2 billion from mobile games so far
The global gaming industry is currently navigating a period of significant volatility, marked by high-profile commercial setbacks and organizational instability.
- Nintendo has generated nearly $2.2 billion in total revenue from its mobile gaming portfolio.
- Japan is Nintendo's most critical mobile market, accounting for approximately 46% of total mobile earnings due to higher per-user spending.
- Fire Emblem Heroes is the primary driver of Nintendo's mobile success, contributing roughly 50% of the company's total mobile revenue.
Week in Mobile Games E42: Brawl Stars' highs, Squad Busters' struggle, & AppLovin's $900m games sale
Supercell has achieved a significant financial turnaround in 2024, reporting €2.78 billion in non-GAAP revenue as every title in its portfolio experienced year-over-year growth for the first time in a decade.
- Supercell reported €2.78 billion in 2024 non-GAAP revenue, marking the first time in a decade that every title in its portfolio achieved year-over-year growth.
- AppLovin is divesting its apps business for $900 million to focus exclusively on its high-growth advertising division, signaling a strategic retreat from direct game development.
- DeNA experienced an 8,000% quarterly profit surge driven by the strong market reception and high player retention of Pokémon Trading Card Game Pocket.
Mario Kart Tour Approaching $300 Million in Revenue
Mario Kart Tour has reached a significant financial milestone, generating $293 million in global lifetime player spending on iOS and Android platforms.
- Mario Kart Tour has reached $293 million in lifetime global player spending, positioning it as Nintendo’s second highest-grossing mobile title.
- Nintendo’s physical game sales remain robust at 45.5% of total volume as of 2026, significantly outperforming the industry trend toward digital-only distribution.
- Fire Emblem Heroes remains Nintendo’s top-performing mobile game with over $1 billion in lifetime revenue.
Nintendo Mobile Games Reach $1 Billion in Lifetime Player Spending
Nintendo has surpassed $1 billion in lifetime gross revenue across its mobile gaming portfolio, according to data from Sensor Tower Store Intelligence.
- Nintendo’s six mobile titles have generated over $1 billion in lifetime gross revenue across the App Store and Google Play, supported by 452 million total downloads.
- Fire Emblem Heroes is the primary revenue driver, accounting for 61% ($656 million) of total lifetime mobile earnings despite representing only 4% of total downloads.
- Japan is the most significant market for Nintendo’s mobile revenue, contributing $581 million (54% of the total), followed by the U.S. at $316 million (29%).
Nintendo's Mobile Revenue: Q1 2019 Analysis
Nintendo’s mobile gaming division experienced a period of moderate growth in the first quarter of 2019, generating approximately $85 million in worldwide gross revenue across the Apple App Store and Google Play.
- Nintendo's mobile gaming revenue reached $85 million in Q1 2019, marking a 6% year-over-year increase from $80 million in Q1 2018.
- Fire Emblem Heroes remained the top performer with $46.6 million in revenue, though this figure represents a 30% decline compared to Q1 2018.
- Dragalia Lost generated $23.4 million in Q1 2019, a 55% quarter-over-quarter decline that nonetheless prevented an overall year-over-year revenue drop for the company.
Nintendo's Mobile Revenue: 2018 Performance
Nintendo’s mobile gaming division experienced significant growth in 2018, generating a total of $348 million in worldwide player spending across the App Store and Google Play.
- Nintendo's total mobile revenue reached $348 million in 2018, representing a 15% year-over-year growth compared to 2017.
- Fire Emblem Heroes remained the primary revenue driver, accounting for approximately 66% of the company's total 2018 mobile earnings with over $230 million in player spending.
- Dragalia Lost generated $58.4 million in 2018 despite only being available for one quarter and limited to five territories, with 66% of its revenue originating from Japan.
Six Months Financial Results Briefing: Fiscal Year Ending March 2019
Nintendo is currently executing a growth strategy centered on the Nintendo Switch ecosystem, aiming to solidify its market position through a combination of hardware expansion and a robust software library.
- Nintendo is driving hardware and software growth through a Switch ecosystem that now features over 1,300 titles from more than 500 publishers.
- The mobile segment has become a core revenue pillar, highlighted by Super Mario Run surpassing 300 million downloads.
- The company is utilizing a dual-pronged software strategy, combining evergreen titles with high-profile holiday releases like Super Smash Bros. Ultimate and Pokémon: Let's Go to boost hardware adoption.
Nintendo Financial Results Briefing: Fiscal Year Ended March 2018
The Nintendo financial results briefing for the fiscal year ended March 2018 outlines the company’s strategic focus on expanding the Nintendo Switch installed base, maintaining the Nintendo 3DS legacy, and scaling the smart-device business.
- Digital revenue reached a record high of 60.8 billion yen, driven primarily by downloadable software and add-on content for the Nintendo Switch.
- The Nintendo eShop ecosystem expanded rapidly, hosting over 600 titles from various publishers at a rate ten times faster than the Nintendo 3DS during its comparable launch period.
- The Nintendo 3DS family reached a cumulative total of 72 million units sold, serving as a legacy platform alongside the company's focus on Switch growth.
Companies behind it
As the documents state it.
