At least someone is doing great: #Roblox shared some of their stats:
- DAU (Daily Active Users): 79.5 million, of which 46.4 million (58.4%) are over 13 years old, 32.4 million (40.8%) are 13 or younger, and for 0.7 million, the age couldn't be determined.
- Audience growth: Over the year, the DAU for the 13+ audience grew by 10 million, and the 13 or younger audience grew by 4.2 million.
- Interestingly, until about 2023, Roblox provided a more detailed age breakdown, not just for those 13 years old.
Why is the age "13 years" important?
The age threshold of "13 years" is taken from the COPPA (Children's Online Privacy Protection Act) in the USA, which restricts the collection of personal information from children under 13 without parental consent. Approximately a quarter of Roblox's audience is in the USA, making compliance with this law critically important. In 2022, Epic Games paid a fine of $275 million for violating this law.
#Laws #Infographics
- DAU (Daily Active Users): 79.5 million, of which 46.4 million (58.4%) are over 13 years old, 32.4 million (40.8%) are 13 or younger, and for 0.7 million, the age couldn't be determined.
- Audience growth: Over the year, the DAU for the 13+ audience grew by 10 million, and the 13 or younger audience grew by 4.2 million.
- Interestingly, until about 2023, Roblox provided a more detailed age breakdown, not just for those 13 years old.
Why is the age "13 years" important?
The age threshold of "13 years" is taken from the COPPA (Children's Online Privacy Protection Act) in the USA, which restricts the collection of personal information from children under 13 without parental consent. Approximately a quarter of Roblox's audience is in the USA, making compliance with this law critically important. In 2022, Epic Games paid a fine of $275 million for violating this law.
#Laws #Infographics
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Brawl Stars is doing good, their monthly revenue increased by 500% (from $9M to $57M)
How did they achieve this in one year?
Here are the key updates that made a massive impact:
1. Goal Setting and Engagement Mechanics
โข Double Starr Drops
โข Brawl Together
โข Trophy League
2. Awesome Battle Passes
โข Packed with cool rewards and collabs
3. Diversified Gameplay with new PVP and PVE events:
โข Wipeout 5v5
โข Trophy Escape
โข Knockout 5v5
VIA Anton Slashcev
#BrawlStars #MobileGames #Analytics #Infographics #LiveOps #Monetization
How did they achieve this in one year?
Here are the key updates that made a massive impact:
1. Goal Setting and Engagement Mechanics
โข Double Starr Drops
โข Brawl Together
โข Trophy League
2. Awesome Battle Passes
โข Packed with cool rewards and collabs
3. Diversified Gameplay with new PVP and PVE events:
โข Wipeout 5v5
โข Trophy Escape
โข Knockout 5v5
VIA Anton Slashcev
#BrawlStars #MobileGames #Analytics #Infographics #LiveOps #Monetization
๐ฅ6๐2๐1
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Game Industry Revenue. Pay attention, that these numbers are not adjusted for inflation. For example, $40B in 1982 is about $131B today.
#Infographics@GameDEV
#Business@GameDEV
#Infographics@GameDEV
#Business@GameDEV
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๐ญ. ๐๐ฒ๐ ๐ ๐ฒ๐๐ฟ๐ถ๐ฐ๐
โข Total downloads hit 53.9B (+0.5% YoY).
โข In-app purchase (IAP) revenue climbed to $58.9B (+2.9% YoY).
โข The average revenue per download (RPD) was $1.17.
๐ฎ. ๐ ๐ผ๐๐ ๐ป๐ผ๐๐ฎ๐ฏ๐น๐ฒ ๐ป๐ฒ๐ ๐ด๐ฎ๐บ๐ฒ๐ ๐ผ๐ณ ๐ฎ๐ฌ๐ฎ๐ฐ:
โข My Supermarket Simulator 3D: 64M downloads, $3.6M IAP revenue.
โข Squad Busters: 46.1M downloads, $61M IAP revenue.
โข Screw Puzzle: 45M downloads, $5.3M IAP revenue.
โข Pokemon TCG Pocket: 35M downloads, $160.1M IAP revenue.
โข Capybara GO: 14.1M downloads, $52M IAP revenue.
๐ฏ. ๐ก๐ฒ๐ ๐ด๐ฎ๐บ๐ฒ๐ ๐ผ๐๐ฒ๐ฟ๐ฎ๐น๐น:
โข 23,095 new games launched.
โข New games brought in $3.43B in IAP net revenue (5% of total revenue).
โข They accounted for 5.57B downloads (9.7% of total downloads).
โข Success rate: ยฑ1.3% (measured as games earning $1M+ in IAP revenue).
๐ฐ. ๐ง๐ผ๐ฝ ๐ด๐ฟ๐ผ๐๐ถ๐ป๐ด ๐ด๐ฒ๐ป๐ฟ๐ฒ๐:
โข Match 3D: +46%, $300M.
โข Visual Novels: +48%, $615M.
โข Merge: +55%, $1.1B.
โข Casual Casino: +82%, $2.8B.
โข Action/Brawl: +131%, $832M.
#Infographics@GameDEV
#MobileGames@GameDEV
โข Total downloads hit 53.9B (+0.5% YoY).
โข In-app purchase (IAP) revenue climbed to $58.9B (+2.9% YoY).
โข The average revenue per download (RPD) was $1.17.
๐ฎ. ๐ ๐ผ๐๐ ๐ป๐ผ๐๐ฎ๐ฏ๐น๐ฒ ๐ป๐ฒ๐ ๐ด๐ฎ๐บ๐ฒ๐ ๐ผ๐ณ ๐ฎ๐ฌ๐ฎ๐ฐ:
โข My Supermarket Simulator 3D: 64M downloads, $3.6M IAP revenue.
โข Squad Busters: 46.1M downloads, $61M IAP revenue.
โข Screw Puzzle: 45M downloads, $5.3M IAP revenue.
โข Pokemon TCG Pocket: 35M downloads, $160.1M IAP revenue.
โข Capybara GO: 14.1M downloads, $52M IAP revenue.
๐ฏ. ๐ก๐ฒ๐ ๐ด๐ฎ๐บ๐ฒ๐ ๐ผ๐๐ฒ๐ฟ๐ฎ๐น๐น:
โข 23,095 new games launched.
โข New games brought in $3.43B in IAP net revenue (5% of total revenue).
โข They accounted for 5.57B downloads (9.7% of total downloads).
โข Success rate: ยฑ1.3% (measured as games earning $1M+ in IAP revenue).
๐ฐ. ๐ง๐ผ๐ฝ ๐ด๐ฟ๐ผ๐๐ถ๐ป๐ด ๐ด๐ฒ๐ป๐ฟ๐ฒ๐:
โข Match 3D: +46%, $300M.
โข Visual Novels: +48%, $615M.
โข Merge: +55%, $1.1B.
โข Casual Casino: +82%, $2.8B.
โข Action/Brawl: +131%, $832M.
#Infographics@GameDEV
#MobileGames@GameDEV
๐5๐ฅ1
Epic Games decided to make Year in Review, but instead of a personal one they shared it for the whole store.
Oddly enough, Steam outperforms EGS even in active users numbers. Free games are not enough to make people actually play them. Mobile stores are also just kicking in.
#EpicSrore@GameDEV
#Infographics@GameDEV
Oddly enough, Steam outperforms EGS even in active users numbers. Free games are not enough to make people actually play them. Mobile stores are also just kicking in.
#EpicSrore@GameDEV
#Infographics@GameDEV
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GameDev Pulse
This time AMD made the first official price announcement in China: the 9070 XT is aiming for 4999ยฅ which is $690 and much lower than the 5070 Ti MSRP of 6199ยฅ. If the same $165 difference remains for the global pricing and the initial benchmarks will be goodโฆ
It seems that people still believe that they mean something to NVIDIA: well, check the chart โ their B2B AI hardware is insanely more profitable!
(They have a little odd naming of Financial Years, the FY25 Q4 just ended, which means all this is accurate current data, not predictions).
#NVIDIA@GameDEV
#Infographics@GameDEV
(They have a little odd naming of Financial Years, the FY25 Q4 just ended, which means all this is accurate current data, not predictions).
#NVIDIA@GameDEV
#Infographics@GameDEV
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There are 18000+ games released on Steam last year and the majority of them earned nothing.
Moreover: the number of games that earned over $100K actually decreased!
#Steam@GameDEV
#Infographics@GameDEV
Moreover: the number of games that earned over $100K actually decreased!
#Steam@GameDEV
#Infographics@GameDEV
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The Witcher 3 and Cyberpunk 2077 sales data from CDPR:
โ Both games were mostly sold digitally
โ PC is the major platform for Cyberpunk
โ TW3 Switch port was a huge success
โ Africa and LATAM are broke
#Infographics@GameDEV
#TheWitcher@GameDEV
#Cyberpunk@GameDEV
โ Both games were mostly sold digitally
โ PC is the major platform for Cyberpunk
โ TW3 Switch port was a huge success
โ Africa and LATAM are broke
#Infographics@GameDEV
#TheWitcher@GameDEV
#Cyberpunk@GameDEV
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Oddly enough, Turbine analytics suggest that Steam releases are generally less successful. During the last couple of years a lot of small teams shifted from Mobile to Steam, hoping to cash-out, but it cause a significant increase in total released games numbers (12K 2022, 14K '23, and 19K in 2024).
But it's also worth mentioning that the majority of Steam games have cheaper marketing and overall costs per project, which means, even $250K IMO should be considered a success for the majority of them.
In general, I'd say that these markets can't and shouldn't be compared so directly without proper context and adjustments between costs, terms, and then profits.
From LN
#Infographics@GameDEV
#MobileGames@GameDEV
#Steam@GameDEV
But it's also worth mentioning that the majority of Steam games have cheaper marketing and overall costs per project, which means, even $250K IMO should be considered a success for the majority of them.
In general, I'd say that these markets can't and shouldn't be compared so directly without proper context and adjustments between costs, terms, and then profits.
From LN
#Infographics@GameDEV
#MobileGames@GameDEV
#Steam@GameDEV
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Well, here's the analytics for REAL GAME DEVELOPERS: the fastest growing Roblox games!
#Roblox@GameDEV
#Sandbox@GameDEV
#Infographics@GameDEV
#Roblox@GameDEV
#Sandbox@GameDEV
#Infographics@GameDEV
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By Jon Hanson
PS. I hate AI illustrations in this PDF, and it would be five times better without them. But the idea that you can often predict success is true.
#IndieGames@GameDEV
#Infographics@GameDEV
PS. I hate AI illustrations in this PDF, and it would be five times better without them. But the idea that you can often predict success is true.
#IndieGames@GameDEV
#Infographics@GameDEV
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Analytics from BF6 wishlists: way more fans of Battlefield 6 played Call of Duty than BF2042.
#Battlefield@GameDEV
#Infographics@GameDEV
#Battlefield@GameDEV
#Infographics@GameDEV
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