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Popular battle royale game Fortnite has eared more than $50 million in revenue since its March 15 launch, according to new data shared this afternoon by app analytics firm Sensor Tower.

Fortnite is free to download, but it encourages players to shell out cash within the app for "V-Bucks" that can be used to purchase customization items like emotes, outfits, gliders, and more. The minimum in-app purchase is $9.99 for 1,000 V-Bucks, but players can spend more if desired. Players are also able to earn V-Bucks in game, but at a slow rate.


On iOS devices, Fortnite has proven to be incredibly popular. While it was still in beta, Fortnite had earned more than $1.5 million, and during its first month of availability on iPads and iPhones, the game brought in $25 million. It only took two weeks for that to double to $50 million.

Fortnite continues to be the number two top free game on the iOS App Store, with Epic Games managing to keep players engaged through different seasons that introduce new challenges to complete and content to unlock. Players can also purchase Battle Passes for $10 worth of in-game currency to receive additional items for completing season content.

Fortnite's fourth season content, which debuted earlier this week, is what pushed it over the $50 million mark. Player spending in the game jumped up 293 percent on May 1 when the content launched, a 4x increase compared to the preceding Tuesday.

fortnitespending-800x552.jpg

Sensor Tower says that Fortnite's strategy of selling limited-time skins and other items has resulted in players spending approximately $1 million per day in the mobile game alone.

fortnitevspubg-800x530.jpg

PUBG, another battle royale game that launched shortly after Fortnite, has not been as successful, which Sensor Tower attributes in part to its loot box monetization strategy. While Fortnite offers unique items available for a limited amount of time, PUGB only allows players to purchase randomized boxes that can result in duplicate and non-useful items.

Article Link: Fortnite on iOS Has Earned $50M Since Launch
 
The trailer looked interesting. I was wondering if there was plans to bring it to the tvOS, but...
Fortnite is free to download, but it encourages players to shell out cash within the app for "V-Bucks" that can be used to purchase customization items like emotes, outfits, gliders, and more. The minimum in-app purchase is $9.99 for 1,000 V-Bucks, but players can spend more if desired. Players are also able to earn V-Bucks in game, but at a slow rate.
I don't bother with this type of model anymore. If a game is decent, I'd rather just pay for it, not pay for currency that many times is required to advance in the game.

But I guess some people like it with all the IAP made.
 
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The trailer looked interesting. I was wondering if there was plans to bring it to the tvOS, but...

I don't bother with this type of model anymore. If a game is decent, I'd rather just pay for it, not pay for currency that many times is required to advance in the game.

But I guess some people like it with all the IAP made.

Yeah, whenever you see a freemium game raking in boatloads of cash through IAPs, it's a pretty good indication that it's going to be a money pit. But then I also see any freemium game that can afford to run advertisements in other apps, let alone on TV, in much the same light, and avoid those too. Apparently some people enjoy them though.
 
Sensor Tower says that Fortnite's strategy of selling limited-time skins and other items has resulted in players spending approximately $1 million per day in the mobile game alone.

Limited time skins? As in the skins are only available for a limited time or once you buy them they only last a limited time?
 
Limited time skins? As in the skins are only available for a limited time or once you buy them they only last a limited time?

Only available to buy for a limited time. Once bought, they stay in the players inventory.
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The trailer looked interesting. I was wondering if there was plans to bring it to the tvOS, but...

I don't bother with this type of model anymore. If a game is decent, I'd rather just pay for it, not pay for currency that many times is required to advance in the game.

But I guess some people like it with all the IAP made.

Yeah, whenever you see a freemium game raking in boatloads of cash through IAPs, it's a pretty good indication that it's going to be a money pit. But then I also see any freemium game that can afford to run advertisements in other apps, let alone on TV, in much the same light, and avoid those too. Apparently some people enjoy them though.

While I’m not a fan of the freemium model in general, I think Epic has done this right. You only buy what you want, you know exactly what you are getting, and the purchase offers no in game advantage.
 
This isn't oficial data, just some random guesses by a random, third-party firm.
 
I don't bother with this type of model anymore. If a game is decent, I'd rather just pay for it, not pay for currency that many times is required to advance in the game.

But I guess some people like it with all the IAP made.
You only pay for cosmetic stuff. There's no unlocking content or, as someone else said, pay2win. I don't get why people pay for that, but they do. Fine by me; I get to play a good-quality game for free (well PUBG is kinda better, but fewer friends play it).
 
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PUBG didn't come out after Fortnite: Battle Royale! Fortnite the game base released first but the highly successful game mode is Playerunknown's and PUBG's success.
 
BREAKING: CASINOS EARN A LOT

There are no loot boxes or gambling odds in Fortnite.

You don’t have to pay for anything in the game and you’ll still unlock basic cosmetic items as you play.

If you want to pay for premium cosmetic items, you can purchase them a la carte, or buy a $10 “season pass” to earn them in game.

You can earn enough digital currency per season to unlock the next season for free.
 
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This was the monetization strategy of free to play games 10 years ago before the introduction of loot boxes.

You pay a flat fee for cosmetic items which make you stand out visually. It’s all for show and fashion and doesn’t offer any gameplay advantage other than looking “cool.”

You know exactly what you’re paying for and once you buy it, it’s yours.
 
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The trailer looked interesting. I was wondering if there was plans to bring it to the tvOS, but...

I don't bother with this type of model anymore. If a game is decent, I'd rather just pay for it, not pay for currency that many times is required to advance in the game.

But I guess some people like it with all the IAP made.
You don’t actually need to spend any money to play the game. The v-bucks buy you items that customise your player but DO NOT enhance game play in any way. It does not give you a competitive edge over any player.
 
Clearly I am in the wrong line of work.
No, you're in the correct line of work. For every game success story that makes headlines, there are 99 failures that lose money and are ignored.

BREAKING: CASINOS EARN A LOT
Did you somehow miss that PUBG's gambling revenue model earns 5X less than Fortnite's non-gambling model (assuming these stats are accurate)? Read the article again.

--Eric
 
Yeah, whenever you see a freemium game raking in boatloads of cash through IAPs, it's a pretty good indication that it's going to be a money pit. But then I also see any freemium game that can afford to run advertisements in other apps, let alone on TV, in much the same light, and avoid those too. Apparently some people enjoy them though.


I first tried this game on iOS and it pretty well made and doesn't require anyone to purchase anything. There is no advantage that I am aware of buy spending money. That being said, I do play casually on my Mac via Boot Camp (there seems to be bugs and lag on High Sierra or maybe MacOS in general).
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This isn't official data, just some random guesses by a random, third-party firm.


I am pretty sure it's more than just random guesses.
 
The trailer looked interesting. I was wondering if there was plans to bring it to the tvOS, but...

I don't bother with this type of model anymore. If a game is decent, I'd rather just pay for it, not pay for currency that many times is required to advance in the game.

But I guess some people like it with all the IAP made.

You could literally not spend 1 cent on this game and still enjoy it and win and get all the same guns as everyone else. It’s all cosmetics which doesn’t bother me as long as the game is fun.
 
You could literally not spend 1 cent on this game and still enjoy it and win and get all the same guns as everyone else. It’s all cosmetics which doesn’t bother me as long as the game is fun.


On top of that, they are keeping it fresh with changes over time. They had the sniper only mode for a while, then the high explosive mode, then 50 vs 50, now they are doing something with the crater in the middle of the map. Keeping it fresh is a big part of success in a video game.
 
Pulling a Pokemon Go.

Nah.

The first game to pull in money ona freemium scale for multiplayer I think was Eliminate. At least for me it was and it was the last. $400 spent in less than 24hrs and I knew I had a problem that either needed to be dropped or seek counseling!

Teenagers may need the latter more since they have mom and dads credit card.
 
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