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Editorial: Warcraft Rumble earned $6 million in the first week
Collected new Blizzard Entertainment early results and compared them with Clash Royale starting numbers.
AppMagic provides net revenue data - after the store commissions and taxes.
According to AppMagic, the game earned $6 million in the first week after release. Similar data is provided by data.ai - $5.68 million.
Currently, the total revenue of the project is $7.8 million - the game reached $900 thousand per day over the weekend. The game is steadily growing in revenue.
59% of the project's revenue came from iOS; 41% - from Google Play.
The majority of revenue - 44% - comes from the United States. Germany (10%), Taiwan (6%), South Korea (6%), and France (5%) follow.
The game was downloaded 2.8 million times in the first week. The peak was on the release day (November 3) - the game received almost 600 thousand installs.
Downloads are decreasing - currently, the game is downloaded by about 100 thousand users per day.
The cumulative RpD of the project is currently $2.61. But it's still too early to draw conclusions; the game has not had enough time to demonstrate its medium- and long-term mechanics.
Comparison with the launch of Clash Royale
Supercell's game earned $27.1 million in the first week after release (March 2, 2016 - March 9, 2016). This is almost 5 times better than Warcraft Rumble.
The number of downloads was 8 times higher - Clash Royale was downloaded 22.7 million times in the first week.
Currently, Clash Royale's RpD is $4.88. This is twice as high as Warcraft Rumble, but the data is collected for the entire existence of the project. Therefore, Blizzard Entertainment's game still has time to catch up.
💭 It's quite possible that the Clash brand from Supercell is stronger on mobile devices than Warcraft. This can be indirectly inferred from the initial results of the two games.
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