This means over $10M has been spent in the states alone on in-game transactions so far, or $688,000 a day since the game’s June 2 release date. More than 50% of the total figure came from just two nations, with 43% and 23% of the $24M generated in the U.S. According to a report by Pocket, the title has generated roughly $13M from Apple users, with the other $11M coming from Android stores as of the time of publication. The game, which was made in conjunction with Chinese firm Netease, is a free-to-play dungeon crawler available on Android and IOS. ![]() In the days after the game came out creators and outlets were critical of the way the game was monetized, with some calling it pay-to-win but it seems so far to be working out for creators Activision Blizzard. Diablo Immortal has generated over $24M in player transactions in the two weeks since the game was released, despite the critical reception for the game being relatively poor.
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