2017 looks to be the year of the Card Battler. Since January of 2016, we’ve seen share of revenue for the Card Battler category grow from 1% share among Top Grossing Games in the US to almost 16% share a year later.
After early success, the genre had been in steady decline. First generation card battlers Rage of Bahamut, Marvel: War of Heroes, and Blood Brothers were among the first mobile gaming mega-hits, but were eclipsed as base-building titles like Clash of Clans and Game of War captured a more mainstream audience.
|Card Battler US iPhone Revenue||Share of US iPhone Top Grossing Revenue||Share of US iPhone Mobile Game Installs|
Supercell’s launch of Clash Royale in March 2016 created the first mega-hit for the category in years. Hearthstone laid the foundation, bringing a simplified style to broaden the appeal to a wider audience. Clash Royale combined a casual, frenetic match style with a huge audience of paying users from Clash of Clans to create a rocket ship.
Even excluding Clash Royale, category revenue has increased by 80% since since last January. Think Gaming’s player lifetime value (LTV) estimates have increased across the category.
Stay tuned – in our next blog post we’ll explore how the new generation of Card Battlers combines the best parts of the original hits with best practices discovered in the interim.
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