- AFK Journey has generated $158.3 million in lifetime revenue
- Its Asian release has given a dramatic surge to daily revenue
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Lilith Games’ AFK Journey has surpassed $150 million in gross revenue in under six months since launch.
According to AppMagic data, the fantasy RPG has generated $158.3 million as of September 21st, six days before its half-year anniversary.
The title was first released in the West on March 27th, 2024, as a sequel to Lilith’s successful idle game AFK Arena, which made huge waves in China and has earned over $1.5 billion to date.
Asian superpower
AFK Journey got off to a relatively modest start considering the brand power of its forebear, having generated only $71 million in over four months as a Western exclusive. But despite this smaller success, many expected a revenue surge to follow the sequel’s Asian release.
Fast-forward to August 8th and this expectation became reality, with Chinese players spending over $5 million gross in their five days with the game.
Six weeks later, AFK Journey’s global revenue has grown from $71 million to $158.3 million, more than doubling its earnings in under half the time.
The impact of the Asian market in this revenue boom cannot be understated; players in China already account for 22% of the game’s lifetime revenue, making the region the second-biggest contributor behind the US’s 28% even after a delayed start. South Korea now ranks third with a 14% contribution, followed by Taiwan and Japan at 6% and 5%, respectively.
This places four of AFK Journey’s five most lucrative markets in Asia, with their revenue shares likely to continue encroaching on the US the longer the game is available, based on its forebear’s performance.
The Asian expansion has also given a significant boost to AFK Journey’s daily revenue figures, peaking at $3.36 million on August 11th and remaining above $500,000 every day since.
Prior to its release in the East, AFK Journey’s most lucrative day was April 14th, when the title generated $1.3 million – only 39% of its new record. In the 30 days before its Asian launch, daily revenue never reached $300,000.
Evidently, Lilith Games clearly still knows how to monetise its home territory even as RPGs as a whole have been overthrown as consumer spending king.