If you think Fortnite looks mortal, think again.
New figures from SuperData show that the Fortnite Juggernaut was an important measure earlier this year. In-game inter-platform revenue declined 48 percent between December 2018 and January 2019. As the report states, December was a peak month for the multiplayer third-person shooter. Fortnite fever was in full swing to bring record revenues.
While a 48 percent decline in revenue sounds like a deadly wound, the game's unique sales model and seasonal trends mean we should not be preparing Fortnite obituaries so soon. Fortnite is a free-to-play model and generates revenue from the purchase of digital goods such as dance animations and elaborate character skins in-game. Apart from the quarterly season passes, there were no recurring subscription fees. Fortnite revenue would never track the numbers of a more traditional game.
A typical example: Fortnite maker Epic seems to have a $ 3 billion profit in profit over the course of last year. In November, Sensor Tower data estimated that Fortnite players spent $ 1
For Fortnite, a decline in revenue does not necessarily mean a decrease in user numbers or fewer games overall – it just means that people were less likely to spend money on virtual goods. These purchases are purely cosmetic and do not bring any significant competitive advantage, so it is a strange measure to judge the overall state of health of the game, although obviously this is an important factor in the game's business.
A game like Fortnite is designed to be cyclical, with players starting as fresh content. In December, Fortnite's new Season 7 season coincided with the holidays, resulting in a strong combination of revenue as players purchased new virtual goods, explored a newly developed map, had more time to play and new equipment to try out. In January, the players itched after the next big update.
"Undoubtedly, Season 7 started in December. In the months of a new season, we see a significant increase in Fortnite Mobile revenue as the player base purchases Battle Passes en masse. "Explains Randy Nelson, Head of Mobile Realization at Sensor Tower, to TechCrunch.
month after a new season are not new; Fortnite for iOS revenue declined 33% between October and November 2018, based on our estimates of $ 56 million to $ 36.6 million. In short, these peaks and valleys are common when looking at games based on schedule monetization, such as Fortnite.
Overall, January SuperData figures show a 6% decline in digital gambling over the previous year. If Epic sees Fortnite with stratospheric user and revenue growth in its last holiday season, the real test will ask if the game can keep its momentum until 2019. With Season 8, the game is filled with a wave of new digital effects. Later this week, we should have a pretty good idea of Fortnite's steadfastness as the new spring content begins to outdated.