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Diablo Immmortal Generated Over $24M in Consumer Spending

Within 14 days after its launch, the game got over $24 million in spending. The major part of its revenue came from the US.

According to new data from AppMagic, Diablo Immortal has generated over $24 million in consumer spending becoming Blizzard's second highest-grossing mobile game after the mobile version of Hearthstone.

US consumers delivered the major part of the game's revenue (43%). In second place is South Korea with 23% followed by Japan (8%), Germany (6%), and Canada (3%), and the remaining 17% came from other markets.

As noted by GameDev Reports, revenue was almost equally split between the two major marketplaces, with $13 million coming from AppStore and $11.3 million from Google Play. The game's downloads across both app store platforms peaked in the first days after its release, and within the first two weeks, Diablo Immortal was downloaded more than 8.5 million times.

As reported by Pocket Gamer.biz, around 26% of all downloads came from the United States, and South Korea again took second place with 11%. Users from Japan and Brazil delivered about 8% of downloads, and 7% of downloads came from the German market.

Earlier, Blizzard noted that Diablo Immortal was the "biggest launch" in the history of the franchise sharing that the game reached more than 10 million installs as of June 10. However, the game received mixed reviewers and its PC version became the lowest-rated game in Metacritic history. Currently, its score on the aggregator website is 0.3 out of 10 based on over 3900 ratings.

You can check out AppMagic's data on the game here. Also, don't forget to join our new Reddit pageour new Telegram channel, follow us on Instagram and Twitter, where we are sharing breakdowns, the latest news, awesome artworks, and more.

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