'Diablo Immortal', which was notorious for its strong billing factor, sold over 3.2 billion yen in just two weeks after its release.
The latest Diablo series released on June 1, 2022, the game app '
AppMagic: Diablo Immortal earned $ 24M + in the first two weeks on mobile
https://gamedevreports.substack.com/p/appmagic-diablo-immortal-earned-24m
Diablo Immortal earned $ 24 million during its first two weeks of availability | VG247
https://www.vg247.com/diablo-immortal-earned-24-million-during-its-first-two-weeks-of-availability
In Diablo Immortal, you can use an item called 'jewel' that appears in the game to enhance the character used by the player in the game. There are different types of gems, and 'legendary gems' can give special effects while greatly improving the character's stats. The item required to efficiently obtain this Legendary Gemstone is the 'Legendary Crest Stone', which can be obtained by so-called 'billing'. If you use this 'Legendary Crest Stone' to collect 'Legendary Jewels' and try to completely strengthen your character, it will be revealed that you will have to pay 110,000 dollars (about 14.8 million yen), and it is reported extensively. Was done.
To fully strengthen the character of 'Diablo Immortal', it is necessary to charge more than 14 million yen or play for 10 years, and it is too difficult to obtain the end content 'Legendary Jewel' --GIGAZINE
In response to this intense billing factor, Diablo Immortal's user score on the world-famous review site 'Metacritic' is only 0.5 out of 10 points, which is the lowest score in the history of the developer Blizzard. It is supposed to be.
'Diablo Immortal', which requires a charge of over 14 million yen to completely strengthen the character, will get the lowest user score in Blizzard history --GIGAZINE
However, it turns out that the app itself is off to a good start. According to data from mobile app research firm AppMagic, Diablo Immortal has been downloaded about 8.5 million times in the two weeks (14 days) since its release, with players paying $ 24.3 million for in-game purchases (about 3.28 billion). It is clear that you are spending (yen).
Below is a graph summarizing daily sales for 14 days from the release. Sales have been gradually increasing since the release date, peaking on the 11th day, and daily sales are well over $ 2 million (about 270 million yen).
The graph below summarizes the daily changes in the number of app downloads for 14 days from the release. The number of downloads for the three days from the second to the fourth day of release is particularly high, and the number of downloads after that is gradually decreasing. Even so, the number of downloads per day is over 150,000, so the momentum is likely to accelerate.
The breakdown of sales is 13 million dollars (about 1.75 billion yen) for the App Store, which is an app store for iPhone and iPad, and 11.3 million dollars (about 1.53 billion yen) for Google Play, an app store for Android terminals. , It seems that it is producing almost the same sales and does not depend on either platform for revenue.
Looking at the breakdown of sales by region, the United States accounts for 43%, South Korea 23%, Japan 8%, Germany 6%, and Canada 3%. In Belgium and the Netherlands, Diablo Immortal is not distributed due to restrictions on gacha elements in games.
'Diablo Immortal' will be suspended in some countries due to game gacha restrictions --GIGAZINE
Average Revenue Per User (ARPU) in two weeks from the release is '3.12 dollars (about 420 yen)', and if limited to iPad users, this number is '6.67 dollars (about 900 yen)' And it swells more than twice.
This AppMagic data does not include sales of the PC version of Diablo Immortal.
At the time of writing the article, Diablo Immortal's rating on Google Play is 3.6 stars , which is a bland score, but the rating on the App Store is very high, 4.7 stars .
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