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Data digest: Monopoly Go’s booming webstore, Pokémon Go spikes, Love and Deepspace revenue crashes, more
📰 Vikki Blake
👤 Vikki Blake
🕒 2026-08-12 19:03:08
AI 摘要 · 其他
Monopoly Go在6月通过webstore实现5260万美元收入(占总收入的36.8%),较2026年上半年增长41%,而同期应用内购买(IAP)收入下降25%。Sensor Tower数据显示,社交赌场类游戏的webstore收入占比已从两年前的10%跃升至超过三分之一。webstore模式在社交赌场和中核游戏领域加速渗透,Raid: Shadow Legends玩家超半数支出已脱离应用商店。Pokémon Go借助10周年活动实现7月收入环比增长230%,达7370万美元。
Every Wednesday we break down the latest data, research and financial results into digestible chunks.
Read on for the numbers you need to know about without the fluff.
This column is sponsored by
Xsolla
, which can help you to create a seamless online store where web purchases can quickly generate new revenue – from launch to beyond.
Get started here.
Monopoly Go tops Sensor Tower’s US webshop revenue chart
Monopoly Go generated $143m in total US revenue in June across App Store, Google Play and its own webstore, according to
Sensor Tower estimates
. $52.6m of that revenue (over a third) came through the webstore alone, up 41% across H1 2026 even as store IAP fell 25%.
The rest of the top five earners by webshop revenue comprised of Pokémon Go ($34.3m), Disney Solitaire ($28.7m), Raid: Shadow Legends ($26.4m) and Slotomania Slots ($18m).
Webstores are thought to now account for well over a third of purchase revenue in the social casino genre specifically, a jump from roughly a tenth two years ago, and six of the top 10 US webstore earners are casino titles.
A similar pattern is showing up in midcore: Mihoyo has seen a sizeable chunk of its US app store revenue migrate to webstores over the past two years, even as its overall US purchase revenue kept growing.
Raid: Shadow Legends players now do most of their US spending outside app stores entirely, says Sensor Tower, with total revenue up over 50% year-on-year as a result.
Pokémon Go’s 10th anniversary event drives revenue jump
Pokémon Go added $73.7m month-on-month in July, a 230% jump, as its 10th-anniversary campaign drove one of its strongest lifts in years, per
Sensor Tower estimates
.
By publisher, Tencent led H1 mobile revenue at $5.03bn (934m downloads), ahead of Century Games ($1.93bn), Scopely ($1.53bn), Microsoft ($1.36bn) and Dream Games ($1.23bn).
Love and Deepspace’s revenue crashes after Valko backlash
Sensor Tower estimates suggest Love and Deepspace
generated
just over $10m in iOS and Google Play revenue in July, down from around $38m in June.
Papergames cancelled the planned sixth love interest after a backlash, withdrew the game from Bilibili World 2026 and drew criticism from Chinese state media and the Ministry of Public Security over Valko’s controversial promotional material.
Pixel Flow tops AppMagic’s H1 hybridcasual puzzle chart with $104m
Pixel Flow pulled in $104m in worldwide IAP revenue in H1 2026, leading the hybridcasual puzzle market roughly a year after it launched, according to new estimates from
AppMagic
.
Screwdom, the top screw-genre title, made $44m (7m downloads), and Color Block Jam, the leading Block puzzle, made $42m (12m downloads, down two places from the prior ranking).
The rest of the top 10 splits across the same three subgenres. Sort: Yarn Loop ($21m), Marble Sort ($15m) and Knit Out ($8m, up four places). Screw: Happy Screw Trip 3D ($13m) and Yarn Fever ($10m). Block: Gecko Out ($16m) and Hexa Away ($10m).
Bandai Namco posts record Q1 net sales, but Digital segment profit falls 31%
Bandai Namco
posted
record first-quarter net sales of $2bn (¥328.4bn), up 9.3% year-on-year, led by its Toys and Hobby and Amusement segments.
Its Digital segment (home console and mobile games) fell 15.6% to $573m (¥90.9bn) in net sales and 30.9% to $94.5m (¥15bn) in operating profit, which the company attributed to a quieter release schedule (6.9m home console units across two titles, against 10.8m units and 15 titles a year earlier).
Bandai Namco said its core mobile apps “remained popular” over the quarter and has raised its half-year Digital segment forecast 10% to $1.2bn (¥200bn) – though that’s still a 31.5% year-on-year decline.
SciPlay revenue fell 9% to $182m as social casino market cools
SciPlay’s revenue
fell 9% year-on-year to $182m
in Q2, according to parent company Light & Wonder’s latest earnings, as the wider social casino market softened. Adjusted EBITDA dropped 3% to $72m, though margin still expanded 300 basis points to 40%.
Direct-to-consumer revenue kept growing, reaching $53m (29% of SciPlay’s total quarterly revenue) against $35m (17.5%) a year earlier.
Average monthly revenue per paying user rose 4% year-on-year to $133.80 even as the average number of paying users fell to 447,000 from 512,000. The results follow SciPlay’s
recent round of layoffs at its Israeli development hub
.
Southeast Asia’s games market will surpass $7bn by 2030, says
Niko Partners
Southeast Asia’s games market will
surpass $7bn in revenue by 2030
, up from over $5.6bn in 2025, says Niko Partners. High-population markets Indonesia, the Philippines and Vietnam are being driven by rising smartphone and internet access, while more mature markets Malaysia, Singapore and Thailand are growing through localised content and esports engagement.
A companion player-behaviour report from Niko found 31.4% of SEA-6 players prefer to pay for in-game content outside the app, via webstores, third-party stores or top-up cards, ranging from 19.2% in the Philippines to 35.2% in Thailand, echoing the webstore shift seen above in the US market.
India’s games market crosses $1bn for the first time
Also from Niko Partners, India’s games market
surpassed $1bn for the first time in 2025
, reaching $1.04bn, up 14.8% year-on-year. That makes it the fastest-growing market the firm tracks across Asia and the MENA region.
Marmalade revenue climbs to $17.2m as EBITDA more than doubles
Board game specialist Marmalade Game Studio
posted
FY25 revenue of $17.2m (£12.7m), up from $14.5m (£10.7m), with adjusted EBITDA more than doubling to $7m (£5.2m). Growth is attributed in part to a 2025 Amazon Luna distribution deal, and the company forecasts that EBITDA will almost double again in FY26.
Communix raises $20m in UA financing for Pokerface from PvX Partners
Tel Aviv-based social gaming studio Communix has
secured
$20m in user acquisition financing from PvX Partners. The funding will go toward global growth for Pokerface, Communix’s group video-chat poker game.
Reigns series passes 4m lifetime players, hits 10th anniversary
Reigns has attracted over 4m players since launching in August 2016, says publisher Devolver. To mark the swipe-based strategy series’ 10th anniversary, the original game is getting a free
update
across PC and mobile, adding more than 190 new cards and a new secret ending.
Read on for the numbers you need to know about without the fluff.
This column is sponsored by
Xsolla
, which can help you to create a seamless online store where web purchases can quickly generate new revenue – from launch to beyond.
Get started here.
Monopoly Go tops Sensor Tower’s US webshop revenue chart
Monopoly Go generated $143m in total US revenue in June across App Store, Google Play and its own webstore, according to
Sensor Tower estimates
. $52.6m of that revenue (over a third) came through the webstore alone, up 41% across H1 2026 even as store IAP fell 25%.
The rest of the top five earners by webshop revenue comprised of Pokémon Go ($34.3m), Disney Solitaire ($28.7m), Raid: Shadow Legends ($26.4m) and Slotomania Slots ($18m).
Webstores are thought to now account for well over a third of purchase revenue in the social casino genre specifically, a jump from roughly a tenth two years ago, and six of the top 10 US webstore earners are casino titles.
A similar pattern is showing up in midcore: Mihoyo has seen a sizeable chunk of its US app store revenue migrate to webstores over the past two years, even as its overall US purchase revenue kept growing.
Raid: Shadow Legends players now do most of their US spending outside app stores entirely, says Sensor Tower, with total revenue up over 50% year-on-year as a result.
Pokémon Go’s 10th anniversary event drives revenue jump
Pokémon Go added $73.7m month-on-month in July, a 230% jump, as its 10th-anniversary campaign drove one of its strongest lifts in years, per
Sensor Tower estimates
.
By publisher, Tencent led H1 mobile revenue at $5.03bn (934m downloads), ahead of Century Games ($1.93bn), Scopely ($1.53bn), Microsoft ($1.36bn) and Dream Games ($1.23bn).
Love and Deepspace’s revenue crashes after Valko backlash
Sensor Tower estimates suggest Love and Deepspace
generated
just over $10m in iOS and Google Play revenue in July, down from around $38m in June.
Papergames cancelled the planned sixth love interest after a backlash, withdrew the game from Bilibili World 2026 and drew criticism from Chinese state media and the Ministry of Public Security over Valko’s controversial promotional material.
Pixel Flow tops AppMagic’s H1 hybridcasual puzzle chart with $104m
Pixel Flow pulled in $104m in worldwide IAP revenue in H1 2026, leading the hybridcasual puzzle market roughly a year after it launched, according to new estimates from
AppMagic
.
Screwdom, the top screw-genre title, made $44m (7m downloads), and Color Block Jam, the leading Block puzzle, made $42m (12m downloads, down two places from the prior ranking).
The rest of the top 10 splits across the same three subgenres. Sort: Yarn Loop ($21m), Marble Sort ($15m) and Knit Out ($8m, up four places). Screw: Happy Screw Trip 3D ($13m) and Yarn Fever ($10m). Block: Gecko Out ($16m) and Hexa Away ($10m).
Bandai Namco posts record Q1 net sales, but Digital segment profit falls 31%
Bandai Namco
posted
record first-quarter net sales of $2bn (¥328.4bn), up 9.3% year-on-year, led by its Toys and Hobby and Amusement segments.
Its Digital segment (home console and mobile games) fell 15.6% to $573m (¥90.9bn) in net sales and 30.9% to $94.5m (¥15bn) in operating profit, which the company attributed to a quieter release schedule (6.9m home console units across two titles, against 10.8m units and 15 titles a year earlier).
Bandai Namco said its core mobile apps “remained popular” over the quarter and has raised its half-year Digital segment forecast 10% to $1.2bn (¥200bn) – though that’s still a 31.5% year-on-year decline.
SciPlay revenue fell 9% to $182m as social casino market cools
SciPlay’s revenue
fell 9% year-on-year to $182m
in Q2, according to parent company Light & Wonder’s latest earnings, as the wider social casino market softened. Adjusted EBITDA dropped 3% to $72m, though margin still expanded 300 basis points to 40%.
Direct-to-consumer revenue kept growing, reaching $53m (29% of SciPlay’s total quarterly revenue) against $35m (17.5%) a year earlier.
Average monthly revenue per paying user rose 4% year-on-year to $133.80 even as the average number of paying users fell to 447,000 from 512,000. The results follow SciPlay’s
recent round of layoffs at its Israeli development hub
.
Southeast Asia’s games market will surpass $7bn by 2030, says
Niko Partners
Southeast Asia’s games market will
surpass $7bn in revenue by 2030
, up from over $5.6bn in 2025, says Niko Partners. High-population markets Indonesia, the Philippines and Vietnam are being driven by rising smartphone and internet access, while more mature markets Malaysia, Singapore and Thailand are growing through localised content and esports engagement.
A companion player-behaviour report from Niko found 31.4% of SEA-6 players prefer to pay for in-game content outside the app, via webstores, third-party stores or top-up cards, ranging from 19.2% in the Philippines to 35.2% in Thailand, echoing the webstore shift seen above in the US market.
India’s games market crosses $1bn for the first time
Also from Niko Partners, India’s games market
surpassed $1bn for the first time in 2025
, reaching $1.04bn, up 14.8% year-on-year. That makes it the fastest-growing market the firm tracks across Asia and the MENA region.
Marmalade revenue climbs to $17.2m as EBITDA more than doubles
Board game specialist Marmalade Game Studio
posted
FY25 revenue of $17.2m (£12.7m), up from $14.5m (£10.7m), with adjusted EBITDA more than doubling to $7m (£5.2m). Growth is attributed in part to a 2025 Amazon Luna distribution deal, and the company forecasts that EBITDA will almost double again in FY26.
Communix raises $20m in UA financing for Pokerface from PvX Partners
Tel Aviv-based social gaming studio Communix has
secured
$20m in user acquisition financing from PvX Partners. The funding will go toward global growth for Pokerface, Communix’s group video-chat poker game.
Reigns series passes 4m lifetime players, hits 10th anniversary
Reigns has attracted over 4m players since launching in August 2016, says publisher Devolver. To mark the swipe-based strategy series’ 10th anniversary, the original game is getting a free
update
across PC and mobile, adding more than 190 new cards and a new secret ending.