War Robots
GameBy MY.GAMES
15 documents in the library are about War Robots, from writers such as PocketGamer.biz, Game World Observer and Deconstructor of Fun. Each has a summary and key insights with the page they come from.
Connections
The documents about War Robots 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
MY.GAMES' Steam version of War Robots has generated over $50 million in revenue since its April 2018 release, maintaining a peak daily active user count of approximately 24,000.
GameDev Reports, 2026 · Games and Numbers: October 7 — October 20, 2026
Pixonic is scaling the War Robots intellectual property, which has accumulated over 250 million registered users over the past decade, into a multi-platform franchise.
Deconstructor of Fun, 2024 · How to Build a Cross-Platform Franchise
The mobile mech shooter War Robots has surpassed $750 million in lifetime revenue since its April 2014 launch.
Game World Observer, 2023 · War Robots Tops $750 Million in Lifetime Revenue
Pixonic’s flagship title, War Robots, has achieved 100 million installs and 1.5 million daily active users (DAU) since its 2014 launch.
GameRefinery, 2018 · How GameRefinery Helps Pixonic Choose the Right Mobile Game Features
Pixonic increased War Robots' monthly revenue by 10% by implementing non-intrusive video ads that allow players to replenish ad-watch pools and double post-combat rewards.
PocketGamer.biz, 2018 · Unity Mobile Business: 5 things Pixonic does to retain users in War Robots, p. 3
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC, and without in-game spending in a free game.
- Revenue to date
- $0
- Units sold
- 617K
- Price
- Free
- Positive reviews
- 60%
- of 31K reviews
- Peak players
- 3,220
- at the same time
- Followers
- 33K
- Average playtime
- 41 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2019 | $0 | 48K | |
| 2020 | $0 | 57K | |
| 2021 | $0 | 83K | |
| 2022 | $0 | 92K | |
| 2023 | $0 | 89K | |
| 2024 | $0 | 80K | |
| 2025 | $0 | 69K | |
| 2026 so far | $0 | 46K |
On Steam since Apr 4, 2018 · Developer MY.GAMESSteam store page
Documents about War Robots
Games and Numbers: October 7 — October 20, 2026
This bi-weekly industry update provides a summary of key performance milestones for various PC, console, and mobile titles between October 7 and October 20, 2026.
- EA Sports FC 27 is the top-grossing premium release of 2026, generating $714.1 million in revenue and selling 7.9 million copies, with over half of sales occurring during the early access period.
- Remedy Entertainment’s Control Resonant sold 1 million copies in three weeks, becoming the studio's fastest-selling title and requiring 3–4 million units to fully recoup development costs.
- Indie fishing simulator How to Fish by Dazed Games reached 10 million copies sold in less than two months following its August 20, 2026, launch.
My.Games' $50m a year benchmark for new forever franchises
My.Games maintains a robust portfolio of over 40 live titles by balancing the long-term management of established franchises like War Robots and Rush Royale with a rigorous, data-driven approach to new product development.
- My.Games sets a $50 million annual revenue benchmark as the minimum threshold for any new game development project.
- The company maintains a portfolio of over 40 live titles, including War Robots and Rush Royale, with War Robots recently achieving its best performance in nearly 20 years of operation.
- My.Games has transitioned to a centralized R&D process that utilizes small teams, rapid prototyping, and shared success criteria to validate market potential before committing to full-scale investment.
Games and Numbers: April 7 - April 21, 2026
This bi-weekly industry update provides a comprehensive overview of performance milestones for PC, console, and mobile titles between April 7 and April 21, 2026.
- Konami’s eFootball has reached a major mobile milestone, surpassing 1 billion total downloads.
- Hazelight Studios has achieved a cumulative sales milestone of 50 million units across its entire portfolio.
- Bungie’s Marathon generated $55 million in its first three weeks against a reported development budget of $200 million to $250 million.
Steel Hunters vs. War Robots: When UE5 Makes You Feel… Generic?
The current landscape of the mech-shooter genre is defined by intense competition and a struggle for market share, as evidenced by the simultaneous emergence of titles like Steel Hunters and War Robots Frontiers.
- The mech-shooter market is stagnant, meaning new titles like Steel Hunters and War Robots Frontiers must cannibalize existing player bases rather than expand the total audience.
- PC remains the dominant platform for the mech-shooter genre, requiring developers to prioritize PC-first optimization to achieve market success.
- Widespread adoption of Unreal Engine 5 is contributing to a 'generic' aesthetic and standardized ballistics, making it increasingly difficult for new games to establish a distinct visual or mechanical identity.
How to Build a Cross-Platform Franchise with Sola Saulenko, CMO of Pixonic
The evolution of the War Robots intellectual property from a mobile-exclusive title into a multi-platform franchise demonstrates the necessity of balancing creative intuition with rigorous, data-driven operations.
- Expanding a mobile IP to PC and console requires specialized marketing units and a shift away from traditional app store reliance, as these platforms operate under distinct user acquisition funnels and trust-building requirements.
- Successful cross-platform growth relies on a symbiotic integration of product, marketing, and analytics teams to ensure game mechanics and creative strategies remain aligned with player expectations.
- Prioritizing high-quality, actionable data from primary markets like the United States is more effective for franchise development than relying on traditional soft-launch models.
How to Build a Cross-Platform Franchise
The expansion of the War Robots intellectual property serves as a case study for building a sustainable, cross-platform gaming franchise.
- Pixonic is scaling the War Robots intellectual property, which has accumulated over 250 million registered users over the past decade, into a multi-platform franchise.
- The studio is diversifying its portfolio through two distinct titles: the mobile-focused Little Big Robots and the high-fidelity PC and console title War Robots: Frontiers.
- Leveraging established intellectual property provides a critical competitive advantage in user acquisition by mitigating the impact of rising marketing costs and post-privacy tracking limitations.
MY.GAMES’ Anton Gorodetsky On Brokering Mutually Beneficial Business Relationships
The global gaming landscape requires a sophisticated balance between centralized strategy and localized execution.
- The gaming industry is experiencing a significant capital market contraction, with 2023 deal values falling substantially below 2021 levels, necessitating a shift toward internal marketing ecosystems and proprietary analytics.
- Strategic influencer partnerships can drive measurable growth, as evidenced by the collaboration between Rush Royale and Jake Paul, which resulted in a 20% increase in daily active users and reached 6 million monthly active users.
- Modern game lifecycle optimization should prioritize brand loyalty and the long-term expansion of existing intellectual properties over aggressive, short-term user acquisition strategies.
War Robots Tops $750 Million in Lifetime Revenue
The mobile mech shooter War Robots has surpassed $750 million in lifetime revenue since its initial launch in April 2014.
- The mobile mech shooter War Robots has surpassed $750 million in lifetime revenue since its April 2014 launch.
- The game added over 30 million new players in the year leading up to April 2023, marking a 40% year-over-year growth rate.
- War Robots currently holds a total registered user base of over 200 million, including a core group of 6 million players active for at least two years.
VK to Potentially Sell Its Gaming Subsidiary MY.GAMES
The gaming industry landscape surrounding MY.GAMES underwent a significant transformation between 2022 and 2025, marked by a shift in ownership and corporate strategy.
- In September 2022, VK sold its gaming subsidiary MY.GAMES to an undisclosed buyer for $642 million, following earlier reports of pressure from international sanctions.
- MY.GAMES, which is now headquartered in Amsterdam, previously accounted for approximately one-third of VK’s total annual revenue, reporting $528 million in 2021.
- The CRPG Pathfinder: Kingmaker has surpassed 2 million copies sold globally, a milestone reached roughly six and a half years after its initial release.
Shared Values: What it Means to Have a Strategic Investment Partner on Board
MY.GAMES Venture Capital (MGVC) functions as a strategic investment arm within the broader MY.GAMES ecosystem, focusing on fostering growth for independent game development studios.
- Strategic partnerships that combine creative independence with centralized infrastructure allow studios to scale more efficiently than fully independent operations.
- MY.GAMES Venture Capital (MGVC) utilizes proprietary tools like MyUA to provide high-accuracy ROI predictions and granular performance metrics for user acquisition.
- The efficacy of the MGVC model is evidenced by the title War Robots, which saw a fourfold revenue increase within one year following the application of the firm's marketing and live-operations expertise.
MY.GAMES Q1 2021 Financial Results
The first quarter of 2021 financial results for MY.GAMES demonstrate significant growth and a strong international presence for the Russian gaming brand.
- MY.GAMES reported Q1 2021 revenue of approximately $147 million (₽11 billion), representing a 42.2% year-over-year increase and accounting for 39% of parent company Mail.ru Group’s total revenue.
- Mobile games served as the primary revenue driver, contributing 78% of the company's total quarterly earnings.
- International markets are critical to the company's performance, with 79% of revenue generated outside of Russia and the CIS, led by the US, Germany, and the UK.
MY.GAMES Revenue 2020: Mobile Games Performance
The Russian publisher MY.GAMES demonstrated significant financial growth in 2020, reporting total revenue of $562 million, a 30% increase compared to the previous year.
- In 2020, MY.GAMES generated $562 million in total revenue, marking a 30% year-over-year increase and accounting for 38% of Mail.ru Group’s consolidated revenue.
- Mobile gaming was the primary growth driver for MY.GAMES in 2020, contributing 73% of total revenue, with 90% of earnings derived from the company's own intellectual properties.
- MY.GAMES maintains a strong international presence, with 75% of its 2020 earnings originating from markets outside of Russia, specifically the US, Germany, and Japan.
Companies behind it
As the documents state it.