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Fortnite Mobile earned $1 Billion in two years of launch

Fortnite Battle Royale is a free-to-play battle royale online video game developed and published by Epic Games. It was released in 2018. Since then, it became a very popular game that is played by millions of people every day around the globe. All thanks to the cool and unique mechanics and features like building and editing. Earlier this week, Sensor Tower Store Intelligence estimated that the Fortnite Mobile earned $1 Billion in lifetime player spending.

This can also be attributed to the current lockdown situation arisen due to the COVID-19 pandemic. Also, the achievement of this major milestone follows one of a kind musical journey featuring Travis Scott from April 23-25. This uniques experience was called “Astronomical” and it also had the world premiere of a brand new track by Travis Scott. It was a five-part concert and mobile gamers from various timezones were able to tune in to hear the artist’s latest creations.

Fortnite Mobile earned $1 Billion
Source: Sensor Tower

Another factor that could have made Fortnite Mobile earned $1 Billion is it’s free to play. Players don’t need to invest their money to battle against their friends. All these factors could have played a role in the increased user spending to $44.3 million in April. This corresponds to an increase of 90 percent from March and 25.3 percent year-over-year.

Which country tops the chart on spending?

When we talk about country wise data, Sensor Tower reported that The United States generated the most revenue for Fortnite mobile. It accounted for $632.2 million followed by Great Britain with $38.2 million. Then came Switzerland with $36.3 million. The other interesting thing to note is the average revenue per download for Fortnite currently stands at approximately $7.70. This is very high compared to the revenue generated from the average app download brings around 2 cents to its developer on Google Play. On the other hand, developers on Apple’s App Store get $1 on average per download.


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