It’s been two weeks since the global launch of Call of Duty: Warzone Mobile. Let’s take a look at revenue/downloads and compare them to Call of Duty: Mobile.

Call of Duty: Warzone Mobile generates $2.3 million in two weeks: how it compares to CoD: Mobile

  • According to AppMagic, Call of Duty: Warzone Mobile generated $2.3 million in IAP revenue (reduced by platform fees and inclusive taxes) between March 21 and April 4. Its lifetime revenue, including the soft launch period, has now surpassed $3.1 million.
  • After peaking at $245.5k on March 22, spending began to gradually decline, averaging around $140k per day over the past week.
  • The US was the number one country by revenue, accounting for nearly 55% of the $2.3 million. It is followed by Japan (6.9%), Mexico (5%), UK (2.5%), and Brazil (2.2%).

  • In its first two weeks, Call of Duty: Warzone Mobile reached 20.7 million downloads.
  • Most installs were generated in the first three days, peaking at 3.96 million on March 23. Right now, the game is averaging 370k-400k downloads per day.
  • 32% of the total came from the US, followed by Mexico (11.2%), Brazil (6%), UK (6.3%), and India (4%).

  • Call of Duty: Mobile had a way more impressive launch. Launched globally on October 1, 2019, it generated $14 million in its first two weeks, also averaging around $1 million per day.
  • During that period, the game reached over 66 million downloads, almost half of which were generated in just three days.

Although Warzone Mobile is inferior to its predecessor, it is worth noting that they are completely different games both in terms of production and branding.

CoD: Mobile was developed by Tencent’s subsidiary TiMi Studio Group, with Activision serving as publisher and licensor. Plus, it was originally designed as a standalone game focused on reaching new audiences on mobile.

Warzone Mobile, on the other hand, was developed by Activision’s in-house studios: Beenox, Activision Shanghai, Digital Legends Entertainment, and Solid State Studios. It also has cross-progression with PC and console. Players can take their progression, skins, and other items to the mobile version. The same goes for battle passes, so some of the in-app purchases may have been made in the main game — outside of the App Store or Google Play.

This could explain the lower-than-expected launch, but the numbers still don’t look all that impressive — especially for a big-budget mobile game like this.

Got a story you'd like to share? Reach us at [email protected]