Estimates of Android app retention from analysis firm Quettra suggest an app that launches in the "top 10" on the Google Play Store (as Diablo Immortal did) can expect to keep close to 60 percent of its initial users after three months.
But that process might happen slower than you may think. Advertisementįurther Reading How long can we expect the Pokémon Go craze to last?Many of those initial Immortal players (and payers) will eventually fall away from the game, of course. As of Monday, for instance, the game was still the 34th highest-grossing app on the entire iOS App Store, despite having fallen to 134th in terms of new downloads. While Diablo III's earnings were front-loaded on initial sales, though, Diablo Immortal seems well-positioned to bring in additional revenue from its existing player base for a long while. But that game sold for $60, making it hard to compare directly to a free-to-play game that has brought in an estimated average of less than $5 in earnings per download, according to Appmagic.
With PC players included, Blizzard announced that Diablo Immortal hit 10 million installs after just over a week, well ahead of the mobile download pace estimated by Appmagic.īy comparison, Diablo III took nearly six months to sell 10 million copies after its troubled launch in 2012. Those estimates, based on public charts provided by the mobile platforms, don't include the PC version of the game and, thus, may be underselling the scale of its financial success. Further Reading Diablo Immortal impressions: A good smartphone game saddled with F2P nonsenseDespite backlash from some players, Diablo Immortal's free-to-play, microtransaction-laden game design seems to be working out just fine for Blizzard's bottom line. Using data from mobile analysis firm Appmagic, estimates that the iOS and Android versions of the game brought in $49 million in earnings from just over 10 million mobile downloads in the versions' first 30 days of availability.