🎮 Arknights Endfield First Month Revenue Hits $46M

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💰 Arknights Endfield first month revenue reaches $46 million

Arknights Endfield first month revenue has reached an impressive $46 million on mobile, marking a strong global debut for Gryphline’s gacha RPG.

According to AppMagic estimates:

  • 📱 iOS accounted for $28.3m (61%)

  • 🤖 Google Play contributed $17.7m (39%)

The majority of Arknights Endfield first month revenue came from Asia, with:

  • 🇯🇵 Japan generating 39% of global spend

  • 🇨🇳 China contributing 28%

  • 🇺🇸 The US following at 10%

With the game also launching on PC and PS5 — alongside an online web shop — total cross-platform earnings are likely even higher.

🚀 Launch Surge and Early Peak

The game launched globally on January 22nd, with spending peaking just one day later.

Key revenue milestones:

  • 💵 Launch day: $2.5m

  • 📈 January 23rd peak: $4.2m (+70% day-over-day)

This early surge helped drive Arknights Endfield first month revenue toward its $46m milestone.

Interestingly, minor spending was recorded a day before official launch, likely from early-access users in Western markets.

📉 Post-Launch Decline and Banner Spike

After its initial launch spike, Arknights Endfield first month revenue followed a familiar gacha pattern:

  • 📊 13 consecutive days of revenue decline

  • 📅 Major spike on February 7th

The February 7th spike coincided with the release of the first new character banner featuring six-star unit Gilberta, a high-value nature-element support character.

Spending jumped:

  • From $1.1m on February 6th

  • To $2.4m on February 7th

  • 📈 A 107% increase in one day

This banner-driven surge is consistent with spending patterns seen in major gacha titles like Genshin Impact and Wuthering Waves.

🎲 The Gacha Monetization Effect

Arknights Endfield first month revenue benefited heavily from its rarity mechanics.

In-game odds:

  • ⭐ Six-star pull rate: Less than 1%

  • 🎟️ Guaranteed six-star after 80 pulls

  • 🎯 Guaranteed banner unit after 120 pulls

This high investment threshold incentivizes spending spikes whenever powerful new characters are introduced.

The February 7th banner marked “Phase Two” of version 1.0, introducing:

  • 🎯 Limited-time events

  • ⚔️ Combat drills

  • 🗡️ A weapons banner

While the spending boost lasted only three days, it significantly contributed to Arknights Endfield first month revenue totals.

⚠️ Launch Issues and Payment Bug

Despite its strong start, the launch wasn’t flawless.

The game experienced a PayPal-related bug that:

  • Incorrectly charged some users

  • Processed payments in multiple currencies

  • Charged certain players for transactions they didn’t make

Gryphline responded quickly, disabling PayPal payments while investigating the issue.

Despite this setback, Arknights Endfield first month revenue remained strong, suggesting high player confidence in the title.

🔮 What’s Next?

Another banner featuring Yvonne is scheduled for February 24th, potentially triggering another short-term revenue spike.

If the spending pattern continues, Arknights Endfield first month revenue could be followed by:

  • 📈 Recurring banner-driven peaks

  • 📉 Gradual baseline stabilization

  • 🔄 Ongoing cyclical monetization tied to character releases

Version 1.1 is expected in March, which could further impact retention and monetization.

🎯 Final Take

Arknights Endfield first month revenue of $46 million signals a powerful mobile debut for the franchise.

With strong Asian market performance, effective gacha monetization mechanics, and banner-driven revenue spikes, the game is following the blueprint of top-performing live-service RPGs.

The key question now:

Can Arknights Endfield sustain momentum beyond its launch cycle — or will it follow the typical spike-and-cooldown pattern of the gacha market?

For now, the numbers speak loudly. 💥

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