The Growth Of Fortnite On Mobile

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Ollie Russell

Ollie Russell

Passionate about business and tech! I specialise in supporting organisations achieve and surpass their mobile related goals by leveraging innovative distribution. A Dyson of industry related content, lover of all things business and explorer of new ideas. Creative strategies, emerging markets and success stories are my thing.

Before it was even released on iOS the game was making its creators $126 million a month.

First conceived (and announced) in 2011, Fortnite took almost 7 years to complete.

During that development period, the game industry shifted towards a games as a service model and so did Fortnite.

Creators Epic Games brought in Chinese behemoth Tencent to assist with this transition – Tencent subsequently bought a large share of the North Carolina based developer.

The paid early release sold over 500,000 digital copies

It was finally released as a F2P game in the latter part of last year across Windows, MacOS, PS4 and Xbox One.

Fortnite received instant acclaim – Winning the 2018 Webby Award for Best Multiplayer Game.

They say good things come to those who wait…

Well, it’s worked for Epic.

They banked their entire game as a service strategy on one title and it paid off. Big time.

Within 24hrs of launching on iOS, Fortnite had topped the app charts in 47 countries.

Even in April was still ranked #1 in the US action game category for 26 of the 20 days in the month

That’s immense!

Where next?

Fortnite is coming to Android.

You know, that open source software that has a ginormous audience.

Here are some stats:

  • 2 billion monthly active users
  • 87.7% share of the global operating system market
  • 70% share of the overall tablet market – ideal for high-end games like Fortnite!
  • $31 billion – that’s the amount of revenue Google has generated from Android as of 2016, obviously much higher today

It would be interesting to know what Android app stores they are planning to publish to.

Google Play is the obvious one, but comparatively, the average revenue per user is a lot lower. So maybe they will look to the likes of the Amazon, Yandex, Aptoide or Bemobi’s stores to provide a more global approach and maximise revenue streams.

Here are some key facts on the aforementioned stores:

  • Aptoide – A Marketplace with over 200,000 stores, 140 million MAU, 3 billion downloads and 700,000 apps
  •  neXva – Partners with over 20 of the world’s largest mobile operators, this covers 150 million customers
  •  Yandex – 55% market share in Russia which is ranked in the top 5 for global downloads
  • Bemobi – 100 million MAU and 300,000 apps

What (rough) conclusion can we make?

Fortnite is likely to experience another large spike in both downloads and users when it releases on Android at the end of the summer. Whether this will affect the player numbers on other platforms is yet to be seen, common sense says it will, however, the hugely popular and addictive nature may prove that wrong!

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Ollie Russell

Ollie Russell

Passionate about business and tech! I specialise in supporting organisations achieve and surpass their mobile related goals by leveraging innovative distribution. A Dyson of industry related content, lover of all things business and explorer of new ideas. Creative strategies, emerging markets and success stories are my thing.

The Growth Of Fortnite On…

by Ollie Russell time to read: 2 min
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