09.04.2025

Media: The iOS version of Resident Evil 3 earned less than $50,000 in three weeks

Apple device owners greeted the iOS version of Resident Evil 3 with little enthusiasm. This is reported by the portal MobileGamer, which studied the data from analytical services.

Analysts estimated the iOS version revenue of Resident Evil 3 at $22,000-$50,000

Resident Evil 3

Resident Evil 3 was released on March 18 for the iPhone 15 Pro, all models of the iPhone 16, and also on Mac and iPad with M1 chips and newer. Like previous mobile ports of the series, Resident Evil 3 can be downloaded for free from the App Store, but only introductory content is available after downloading — unlocking the full game requires payment.

According to AppMagic, by April 8, Resident Evil 3 had generated just under $50,000 net on iOS with 115,000 downloads.

The service Appfigures provides more pessimistic estimates. If to believe it, the iOS version of Resident Evil 3 generated $22,000 in revenue, with 54,000 downloads.

Resident Evil 3 is not the first game in the series to show weak results on Apple devices. Previously, MobileGamer reported on the failures of Resident Evil Village, Resident Evil 7, and the remake of Resident Evil 4. Several other AAA games like Assassin’s Creed Mirage and Death Stranding also launched unsuccessfully on iOS.

Analyst Matthew Ball, in an interview with The Game Business, pointed out that such performance of mobile ports of Resident Evil games was predictable.

“[A suitable iPhone for playing Resident Evil] is owned by approximately 40 million people. Interestingly, it costs around $1,600-$1,700. So, essentially, how many of those 40 million people play video games? The answer is not that many. And then the next question arises: how many of those who buy the Resident Evil game [on iPhone] have not already bought it [on another device]? And the third question is how many people might like the Resident Evil series in general, as an abstract shooter, but this specific game does not interest them?” Ball said.

Nonetheless, Ball believes that mobile ports of AAA games can succeed. For example, in the case of a simultaneous release on smartphones and other platforms, one might see not gigantic but solid mobile sales.

Source:

MobileGamer.biz
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