5 ms·
Fortnite is popular enough to count as "big pressure" all on its own. I couldn't find recent numbers, but as of 2018 they had over 100M installs and were doing
by kingbirdy 6y ago
Fortnite is popular enough to count as "big pressure" all on its own. I couldn't find recent numbers, but as of 2018 they had over 100M installs and were doing over $1M/day in revenue[0] and by early 2019 they'd already done more than half a billion[1].
[0]: https://venturebeat.com/2018/07/30/fortnite-clears-100-million-downloads-and-160-million-in-revenue-on-ios-alone/ https://venturebeat.com/2018/07/30/fortnite-clears-100-milli...
[1]: https://www.gamesindustry.biz/articles/2019-02-08-fortnite-ios-revenue-estimated-at-usd500-million https://www.gamesindustry.biz/articles/2019-02-08-fortnite-i...
- triangleman 6y agoWeird, I thought Fortnite was free to play. What could people possibly be spending money on? Edit: Also I thought Fortnite was a FPS. How can you play that on iOS?
- kbr 6y agoThey pioneered the "battle pass" model for cosmetic items, and their constant release of skins, dances, etc can create a lot of recurring revenue I imagine.
- triangleman 6y agoWeird, on the one hand I'm thankful to hear it's not "pay to win" stuff, but on the other, wow that's a lot of skins and dances! Edit: Insert joke about Quantitative Easing here
- kbr 6y agoYup, I think they definitely found the sweet spot for making revenue from games — offering players sweet returns if they keep playing (you buy the battle pass for 1000 vbucks, but you can earn back 1500 just from playing casually) while still keeping it relatively competitive and not "pay to win". They did host a $30 million world cup event after all :)