According to Appmagic figures, Diablo Immortal received over 8.5 million downloads in its initial two weeks of release, generating over $24 million. Because in-game micro-transactions are the primary source of revenue, we may conclude that players have directly or indirectly contributed to this significant financial milestone in such a short period of time.
The game has proved particularly successful in the United States, where users accounted for 43% of total income, with South Korea accounting for 23%. Other regions accounted for 17% of sales, with Japan, Germany, and Canada accounting for 8%, 6%, and 3%, respectively. Diablo Immortal must be seen as an achievement by Blizzard, and one that they will be encouraged to emulate with other gaming brands in the future.
Diablo Immortal continues to expand despite widespread criticism
According to several sources, Blizzard has made more than $24 million from Diablo Immortal since its debut. The free-to-play game was created in collaboration with NetEase by Activision Blizzard. This is surprising, given that only Hearthstone has generated more, despite the fact that it has been operational before 2014.
The income is split fairly evenly between the iOS and Android platforms, according to GameDev stats, with $13 million and $11.3 million, respectively. Downloads surged in the days following the game’s June 2 launch in both marketplaces, before starting to fall on June 5.
Players are strongly encouraged to spend real money in order to make reasonable upgrades in the game. This strategy is likely what has contributed to Blizzard’s financial success with Diablo Immortal. Although being the greatest release in the franchise’s history, Diablo Immortal is Blizzard’s worst-reviewed game ever made in its first week.
Meanwhile, the usage of microtransactions in Diablo Immortal’s leveling has been heavily criticized by several players claiming that they are at a considerable disadvantage if they do not purchase in-game stuff. After all the negative press concerning Diablo Immortal micro-transactions, it’s safe to assume the audience is in a bad mood right now.