So for all those who thought fortnite was on fire or on an unstoppable streak, well you should think again. New numbers from SuperData show that the Fortnite juggernaut lagged by one meaningful measure at the start of this year.
Revenue from the game across platforms dropped by a hard-to-ignore 48 percent between December 2018 and January 2019.
While a 48% revenue drop might sound like a mortal wound(well it is a mortal wound), the game’s unique sales model and seasonal trends mean that we shouldn’t start prepping any Fortnite obituaries any time soon. With a free-to-play model, Fortnite relies on in-game purchases of digital goods like dance animations and elaborate character skins to drive revenue.
With no recurring subscription fees apart from quarterly season passes, Fortnite’s revenues were never going to track a more traditional game’s numbers.
Well while we are still on that fortnite’s makers epic games raked in a cool $3 billion in revenue last year. By November, data from Sensor Tower estimated that Fortnite players were spending $1.23 million a day just on iOS. Given Fortnite’s platform agnosticism, that’s just one stream of many, from mobile to console to PC(you do the math and see what that gives). One thing you should know though, is that fortnite’s fall in revenue does not mean a decline in users number or a reduction in play time, it just shows that users did not spend much on virtual goods, Those purchases are purely cosmetic and don’t confer a meaningful competitive advantage, so it’s kind of a strange metric to judge the game’s overall current health, though obviously an important one for the business of the game.
With Season 8 due to infuse the game with a wave of fresh digital goods later this week, we should have a pretty good idea of Fortnite’s staying power by the time the new spring content is starting to go stale.
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