Diablo Immortal Has Made $AU34.6 Million In The Two Weeks Since Launch

Diablo Immortal Has Made $AU34.6 Million In The Two Weeks Since Launch
Image: Diablo Immortal, Blizzard Entertainment

Despite widespread criticism of its microtransaction strategy, Diablo Immortal is still making a ton of money. Blizzard’s latest mobile game has raked in $US24 million ($AU34.6 million) in its first two weeks since launch.

As reported by PCGamesN, industry tracking website AppMagic is showing Diablo Immortal downloads have topped 5 million since June 2. This makes it Blizzard’s second-highest earner on mobile, outstripped only by CCG Hearthstone.

The US and South Korea top the list of countries pouring money into the game, with the US accounting for a whopping 43% of all transactions. South Korea follows in second place with a 23% contribution. Japan, Germany, and Canada make up the remainder of the top 5. That Diablo Immortal‘s microtransactions are generating quite this much revenue in North America and Europe is something of a surprise. Diablo Immortal is famously geared toward Asian markets, where similar mobile games are wildly popular. That massive market potential is why Blizzard partnered with Chinese developer NetEase on the game — its popular and lucrative mobile Diablo clone Crusaders of Light caught Blizzard’s eye.

One wonders what percentage of Diablo Immortal‘s US take is made up of streamers and content creators trying to map the game’s item drop rates. Players like NZ streamer Quin69 have dropped vast sums of money on the game in hopes of an ultra-rare five-star Legendary Gem.

Diablo Immortal has been under fire for its microtransactions since its launch two weeks ago. Players, even those in Kotaku AU‘s comments, feel that tying the game’s real-money transactions to character power is a pay-to-win scenario. This, they feel, is antithetical to the traditional Diablo loop of growing character power by grinding end-game bosses for high-end loot and rune words. Players have been so mightily unhappy with the game that they drove the game’s Metacritic user score to an all-time low.


  • “Drug dealer makes $AU34.6 million after finding a new crop of junkies to exploit!”
    That’s how I feel reading that headline and it makes me so. deeply. sad.

    Why does everything we touch have to be reduced to making money at any cost They couldn’t just leave gaming alone. They had to turn it into Casino’s 2.0.

    • Cos THIS game wasn’t designed to entertain gamers, but a certain type of gamers who exist in established culture/s that already has a huge market and long history for gambling that targets consumerism.

      When are people going to learn, while to those of us on the outside think it is vile, and while those on us on the outside hated the idea of a mobile Diablo, it is clear the producers knew exactly what they were doing, and hit their intended market quite clearly. Thats not justifying it, merely pointing out we are not its market, but in its market it is well received. Sadly.

      I may hate pokies after seeing what they did to my family and casinos and especially things like Sports Bet trying to legitimise gambling and make it fashionable, those things will ALWAYS exist (even if illegal), just like these gross gacha games. I dont lose sleep that exist, as long as their tactics stay in their gaming lane and as long as there as sufficient laws to make them safe for children.

      • We managed to heavily regulate casino’s. I suspect these games will be next on the chopping block. People’s kids are playing these things. We’re conditioning a new generation of gamers to tolerate these kinds of predatory practices.

        To be clear, I’m not opposed to game developers making money. I’m not even opposed to micro transactions.

        No, what I’m opposed to is psychological manipulation bordering on criminal. They’re using every trick in the book to “hack” people’s reward centers into making them spend money. It’s obscene.

  • Regarding the streamer question… there is a significant rise in problem gambling in streamers cause playing games for a living destroys the dopamine response of the brain they seek instant and more risky highs from “gaming”… so they turn to MTX gatcha, pay2win and online gambling.

  • Those numbers actually sound pretty weak to me for something bearing the Diablo name? Maybe it’s good for mobile games though, I have nfi about their kind of profit.

    • Numbers are confusing when you compare Diablo 3 to Immortal, or compare Immortal to other mobile games. Especially when “real numbers” are hard to get.

      Diablo 3 sold 6.3 million copies in the first month(s) in 2012.. that was around 30 million dollars (assuming $50 per copy). It eventually hit 30 million copies sold eventually. ($150 million).

      Immoral celebrated 10 million downloads. With 34 million in MTX sold in 2 weeks.

      Its not Genshin who once reported 175 million a month… but its on track to earn what Pokemon Go earns in a month which is 75 million a month.

      It will be more telling in say 3 months when people drop those for the next shiny gatcha… Immoral may burn out fast, especially since Genshins developers have 2 new games announced last month coming soon.

        • Yeah, hence my lack of enthusiasm for Immortal’s profit. Even assuming Blizz didn’t see all of that ~$300m, it would seem reasonable to conclude D3 was comfortably ahead.

          • The difference is that all those purchases of Diablo 3 didn’t have a need to spend any more money to continue playing, while Diablo Immortals players have potentially only spent a small fraction of what they’ll eventually spend.

  • Capitalism is the greatest!! Always be making more money!

    Those Genshin Impact numbers were way too high for companies to stay away.

  • One one hand, it was these people’s CHOICE to spend money on microtransactions, it is their responsibility and they were NOT exploited. On the other hand microtransactions should never be used for pay-to-win features and to include them is just nasty business all around.

    It should also be said that review bombing is stupid and childish, it is almost always used by hateful pathetic sub-human losers for trolling purposes rather than anything legitimate, and never accomplishes anything.

    • But there is a line crossed we’re consumers become victims based on the predatory and manipulative practices implanted in such games.

      Is it review bombing? Mobile gatcha games don’t normally rate well cause of their high downloads for a game that’s designed for smaller paying audiences, their in your face MTX is often alienating for normal people, especially when MTX spending when is only 5% of mobile gamers spend money… is 0.2 out of 10 user score that far from reality.

    • Yeah I never got the idea of review bombing as any form of useful rebellion. Not only it is moronic, it serves no point other than to give some people some from of validation. Do people even use metacritic to buy games anyway, the very place I would ever seek wisdom on buying a game is going there. Even so anyone with half a brain can tell if a game has been reviewed bomb, so it stops being a measure of the games entire worth, but a measure of people having a tantrum about one tiny bad development choice.

      • Review bombing exists because it works.
        It works because it gets attention
        It works because it makes people mad.

        Want to make review bombing stop?
        Stop caring about it, or better yet, don’t make dogshit games.

    • ” and never accomplishes anything. ”

      Citation needed, Because i can easily bring up Battlefront 2.

      • It absolutely serves a purpose, which is to grab attention. Where that attention then goes is up to the next user.

        And metacritic works for game selection, as one tool among many, for many people or it wouldn’t be so popular.

  • In the dark grim future all video games become online casino’s of varying composites to skirt gambling laws (if they even exist)…..

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