The figure means Epic Games' title for iPhone and iPad has become the second-fastest app to reach the milestone in its category. Clash Royale retains the top revenue record, earning the same amount in only 51 days.
It took Fortnite’s mobile players 90 days to spend $100 million in the game. We looked at how this compared to its rivals above. Among them, Clash Royale managed the fastest time from launch to the $100 million milestone on iOS, accomplishing the feat in just 51 days. Fortnite, however, reached this point nearly three months faster than Knives Out and Honor of Kings, at 173 and 179 days, respectively.When it was in beta, Fortnite earned more than $1.5 million, and during its first month of availability on iPads and iPhones, the game brought in $25 million. It only took two weeks for that to double to $50 million. Six weeks later, that figure has also doubled, which is all the more impressive given that Fortnite was invite-only for the first three months.
Fortnite is free to download, but encourages players to buy "V-Bucks" in the app so they can purchase customization items like emotes, outfits, gliders, and more. The minimum in-app purchase is $9.99 for 1,000 V-Bucks, but players can spend more if they want. Players are also able to earn V-Bucks in game, but must invest a lot of play time to do so.
PUBG, another battle royale game that launched shortly after Fortnite, has not been as successful – Sensor Tower estimates that it has grossed around $5.2 million on iOS, and attributes the lower figure in part to its loot box monetization strategy. While Fortnite offers unique items available for a limited amount of time, PUGB only allows players to purchase randomized boxes that can result in duplicate and non-useful items.