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Dream Games’ Royal Match spinoff Royal Kingdom has recorded modest earnings over its first weekend following a global launch on November 21st.
Despite rolling out in new territories like the US and Japan – cornerstones of Royal Match’s record-breaking revenues – Royal Kingdom has generated just $450,000 worldwide in its first four days since full release, according to AppMagic.
Market distribution
Royal Kingdom generated $21.2 million over its 19 months in soft launch, with UK-based players spending the most, providing $15.8 million of that sum. In contributing 73% of lifetime player spending, the UK still maintains a secure lead and spent a further $250,000 over Royal Kingdom’s first four fully launched days.
The game’s fledgling US market has spent less than half of that, meanwhile, at approximately $110,000 over its first four days with Royal Kingdom. Players in Japan have spent just $8,000.
If predecessor Royal Match is any indication, Royal Kingdom’s spending distribution should trend towards these countries over time, with the US responsible for 55% of Royal Match’s lifetime revenue and Japan 9%, compared to the UK’s 4%.
Though, of course, Royal Kingdom has some way to go to reach the almost $4 billion generated by the brand’s first iteration.
Then again, it has had a stronger launch thus far, at $450,000 compared to Royal Match’s $108,000 in each’s first four days.
Early earnings
While Royal Kingdom’s early earnings are far behind 2024’s other major launches like Nexon’s Dungeon & Fighter Mobile or Pokémon’s Trading Card Game Pocket, AppMagic estimates suggest that player spending in Dream Games’ latest release has risen considerably since global launch and is continuing to increase daily.
In fact, daily player spending hit six figures for the first time on November 22nd, reaching $107,000 at a 35% increase over November 21st. Spending since climbed to $135,000 on November 24th, Royal Kingdom’s current record for a single day.
Building on the success of its highly lucrative forebear Royal Match but maintaining a match-3 approach, it’s currently unclear whether Royal Kingdom will ultimately cannibalise the original or serve as a bonus revenue stream.
Currently it’s looking more like the latter as Royal Match also saw an increase in spending on November 21st, Royal Kingdom’s launch date, and continued to rise until November 23rd, but it failed to hit any record highs over the period.
Revenue fell slightly on November 24th – Royal Kingdom’s strongest day yet – but only by less than 2%, to $6 million.
What’s more clear for now is that Royal Match remains a titan of the match-3 genre and the usurper of Candy Crush’s crown.