Candy Crush Soda Saga has exceeded $ 2 billion in revenue

Candy Crush Soda Saga has exceeded $ 2 billion in revenue

According to analyzes from the Sensor Tower platform , the game Candy Crush Soda Saga , developed by King, has generated more than two billion dollars in revenue since its launch in 2014 .

As a reminder, King has already published twenty games, the most famous of which is certainly Candy Crush Saga . If some are now inactive, never to have taken off, its best sellers all revolve around the game for which the studio is famous. Candy Crush Saga , Candy Crush Soda Saga , Candy Crush Friends Saga , and Candy Crush Jelly Saga recorded over two million downloads in the last month alone. At the same time, they ensure comfortable income with an estimate of $ 52 million in October 2019 .

The success of Candy Crush Soda Saga is mostly in the United States. Uncle Sam’s country alone accounts for 55% of gaming revenue with an estimated $ 1.1 billion, followed by Great Britain (England, Wales, Scotland) which brings only 7% of earnings .


While the United States is the most financially interesting country, the same is not true for downloads. In this case, it’s only 17% of downloads , with India coming in second with 50 million installs , or 12% of the total.


In addition to the comparison between countries, Sensor Tower presents the revenue generated by device, and iOS reports more than Android . Google Play still represents 76% of downloads, with an average of $ 3.24 spent per installation . The medium that earns King the most is the iPad: $ 17.41 per download of the game, or 437% more . However, Apple tablets only brought in 6% of installs, compared to 18% for iPhones where each brings in $ 9.37.

The volume of installations therefore does not make an application profitable. Strategically, if we rely on data from Sensor Tower, for a game of the same ilk as Candy Crush , it would have to be launched in the United States, on iOS with an iPad and iPhone version, to start.

The mobile game still has very good years ahead of it, no offense to purists. In 2018 alone, they accounted for 51% of revenue in the video game industry . The Trend will be brought to increase.

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