The worldwide release of Diablo Immortal took place on June 2. It’s time to sum up the first results. To do this, we turned to the data of the AppMagic analytical service.

And here’s what we found out:

▫️the monthly revenue of the game was $47.9 million (this is already taking into account the deduction of taxes and shares of stores);

▫️despite an impressive start, the project failed to get into the top 10 highest-grossing mobile games of the month;

▫️most of the revenue (almost half) came from the US market, where the game earned $21.6 million in a month;

▫️ the South Korean market also brought a solid box office to the game — $ 10.4 million;

▫️at the moment, the daily cash register of the game is falling — at the start of sales, the daily revenue of the game reached $ 2.3 million, now it is $ 1.1 million;

but there is a nuance: judging by the schedule, Blizzard almost does not buy traffic, if at the start of the game there were spikes in downloads in the region of 1 million istalls, then the last three weeks the project has been collecting around 100-200 thousand, which may well be organic;

the latter may indicate a high quality of monetization of the project;

However, it is monetization that is now under the eye of criticism, recently it came to the point that the Maxroll website, specializing in the publication of game manuals, refused to publish materials about the game. One of the reasons is “useless gameplay”.

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