Observed Signal · Jul 28, 2026 · Earnings Report · Source: PocketGamer.biz · Impact: 2/5 · Sentiment: Positive
Arknights: Endfield Tops $126.7M Mobile Revenue
Arknights: Endfield has earned an estimated $126.7 million on major mobile app stores in its first six months since launching on January 22, 2026. Japan accounted for the largest share of mobile spending at 41%, followed by China (28%) and the US (9%). The title generated $2.8m on launch day and $4.7m on day two, reached $100m on mobile in just over three months, and recorded a return to growth in month six following updates released on June 26 and July 16, 2026. The game achieved 35 million pre-registrations across platforms and supports cross-progression; it is also available on PC and PS5 and uses additional storefronts and payment methods beyond the App Store and Google Play.
Shows strong mobile monetization and regional spending patterns for a major game IP, relevant for mobile monetization and in-app purchase strategies but not industry-shifting.
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Key Takeaways & Evidence Grounding
- Arknights: Endfield earned an estimated $126.7 million on major mobile app stores in its first six months.
- 41% of the game's mobile earnings came from players in Japan, with China contributing 28% and the US 9% (AppMagic estimates).
- The game launched on January 22, 2026, and produced $2.8 million on launch day and $4.7 million on day two (January 23, 2026).
- Endfield reached $100 million on mobile in slightly more than three months; the original Arknights took 12 months from its 2019 China release to hit $100 million between major mobile stores.
- Arknights: Endfield had 35 million pre-registrations across platforms, supports cross-progression, and saw a month-six revenue increase (72% vs month five) after updates on June 26 and July 16, 2026.
Connected Companies & Entities
2 Entities mapped“During its first half-year, the US ranked third at just 9% of global spending, according to AppMagic estimates....”
“One alternative payment method at launch was PayPal, but that same day a glitch erroneously charged certain players - leading to refunds and...”
Ontology Mapping & Concepts
Related Market Signals & Shifts
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Zenless Zone Zero Tops $600M Mobile Revenue
Zenless Zone Zero, an urban fantasy action RPG from HoYoverse, has generated an estimated $603.9 million in gross player spending on mobile (Google Play and the App Store) in its first two years after launching on July 4, 2024. AppMagic estimates exclude web-shop sales and alternative Android stores in China, so total earnings are likely higher. Second-year mobile spending fell 51% to $198.9 million. Japan accounted for 42% of lifetime mobile player spending, China 27% and the US 10%. The version 3.0 anniversary update (rolled out June 17) spiked daily revenue by 217% to $1.7 million; the lifetime daily peak was $10.7 million on December 30, 2025. Over two years the title earned about 17% of Genshin Impact’s two-year mobile sum ($3.6 billion).
Pokémon Champions Earns $7.2M First Month on Mobile
Pokémon Champions generated approximately $7.2 million in gross player spending during its first month on mobile following a June 17, 2026 iOS/Android launch. Daily mobile revenue peaked at $597,000 on June 20 and fell to a low of $80,000 by July 15. AppMagic estimates that Japan accounted for $3.9m (55%) of mobile spend, the US $1.3m (17%), and South Korea $604,000 (8%). The game's mobile launch coincided with roster and season updates; monetization on mobile relies on subscriptions, a season-long Battle Pass, and a one-time Starter Pack rather than direct purchasable resource bundles.
Royal Kingdom Tops $750M; 42% Earned in H1 2026
Royal Kingdom, Dream Games’ match-3 mobile title, surpassed $750 million in player spending on July 3, 2026, and sits at $766.1m total according to AppMagic estimates. The game earned $324.8m in the first half of 2026 alone — 42% of lifetime spending — after a worldwide launch in November 2024 following a 19-month soft launch. The US accounts for 61% of revenue, the UK 7% and Japan 5%. Between stores, 63% of lifetime spending came from the App Store and 37% from Google Play. The title’s daily revenue record is $2.7m (31 January 2026) and January 2026 was its biggest month at $58.9m.
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