Revenue of MY.GAMES in the third quarter of 2020 amounted to 10.672 billion rubles ($139 million)

MY.GAMES has prepared a report for the third quarter of 2020. During this period, the brand earned 10.672 billion rubles ($139 million). At the same time, the share of foreign revenue turned out to be a record.General figures

MY.GAMES revenues in the third quarter increased by 33% year-on-year and now account for 40% of total consolidated revenue Mail.ru Group;

  • 76% of the company’s revenue for the reporting period was received outside of Russia, which became a record for the brand;
  • the number of registered users of MY.GAMES amounted to 740 million (an increase of 6% compared to the previous quarter).
  • New projects and studios

In October, MY.GAMES acquired a controlling stake in the Russian studio Deus Craft, whose project Grand Hotel Mania reached 4 million installations in just three months and approached the mark of $ 5 million in monthly revenue;

75% of MY.GAMES revenue in the third quarter came from mobile projects;

  • War Robots, an update for which was released in October, entered the top 5 highest-grossing shooters in the United States;
  • the number of Hustle Castle installations reached 66.7 million, and monthly revenue — 500 million rubles ($ 6.5 million).
  • Other Nord games have also grown: Zero City’s revenue for August amounted to 200 million rubles ($2.6 million) and became a record for the project;the monthly revenue of Left to Survive from Whalekit studio reached 175 million rubles ($ 2.2 million), and the project itself entered the top three highest-grossing mobile shooters in the United States;
  • The number of installations of Love Sick: Interactive Stories has reached 21 million since its release in February 2019.
  • the monthly revenue of the project increased by 58% in annual terms and exceeded 200 million rubles ($ 2.6 million).MY.GAMES CEO Vasily Maguryan notes that the company is trying to provide its teams with the necessary resources to scale the business.

“This approach allows us to move in a given vector — to maintain the diversity of the portfolio, strengthen our position in the mobile segment — one of the key drivers of the influx of a new audience of players — and create products that are in demand all over the world,” he says.

In the future, MY.GAMES will keep the course for the development of internal projects and the expansion of the international audience.

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