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SENSOR TOWER · STATE OF MOBILE 2026 · GAMING
Calendar 2025
From the report

Mobile gaming, 2025.

The gaming chapter, slide by slide. Numbers from Sensor Tower's data file.

↓ to advance · 11 slides
02 · MOBILE GAME REVENUE ROSE 1% DESPITE DOWNLOADS FALL
Worldwide · iOS + Google Play (China iOS only)

Revenue grew, downloads didn't.

Game IAP revenue · 2025
$81.8B
+1.3% YoY · third year of growth
Game downloads · 2025
50.4B
−7.2% YoY
Non-game IAP · 2025
$85.6B
+21% YoY · first year non-games beat games
Yearly Worldwide App IAP Revenue · USD billions
$0 $20 $40 $60 $80 $100B 2019 2020 2021 2022 2023 2024 2025 $81.8 $85.6 first crossover non-games > games
Mobile games (IAP) Non-game apps (IAP)
Yearly Worldwide App IAP Revenue, USD billions, 2019–2025.
03 · HYBRIDCASUAL GREW REVENUE WHILE HYPERCASUAL EXPANDED ENGAGEMENT
Yearly Trends for Mobile Games by Product Model

Four product models, four different stories.

Hypercasual
Downloads · 2024 → 2025
22.05B
+2.2% YoY · only model to grow
Hours played · 2024 → 2025
66.28B
+29.4% YoY · engagement surge
Casual
Downloads · 2024 → 2025
14.35B
−19.5% YoY · steepest decline
Hours played · 2024 → 2025
124.88B
−8.3% YoY
Hybridcasual
Downloads · 2024 → 2025
6.09B
−10.6% YoY
Hours played · 2024 → 2025
27.49B
+7.4% YoY · revenue standout
Mid-core
Downloads · 2024 → 2025
5.48B
−10.2% YoY
Hours played · 2024 → 2025
225.65B
−0.6% YoY · steady at the top
Worldwide downloads · billions · 2024 vs 2025
0 6 12 18 24B Hypercasual 22.05B (2024: 21.57B) Casual 14.35B (2024: 17.82B) Hybridcasual 6.09B (2024: 6.81B) Mid-core 5.48B (2024: 6.10B)
Worldwide hours played · billions · 2024 vs 2025
0 60 120 180 240B Mid-core 225.65B (2024: 226.95B) Casual 124.88B (2024: 136.17B) Hypercasual 66.28B (2024: 51.22B) +29% Hybridcasual 27.49B (2024: 25.60B)
Yearly Trends for Mobile Games by Product Model · Worldwide · 2024 vs 2025.
04 · MOBILE GAME RETENTION TRENDS BY PRODUCT MODEL
Day-7 retention · monthly · Jan 2022 → Dec 2025

Casual is leaking. Hybridcasual caught it.

25% 22% 19% 16% 13% 10% Jan 22 Jan 23 Jan 24 Jan 25 Dec 25 Tasty Travels · 22% Century Games · outlier
Mid-core · 20.9% Casual · 14.9% Hybridcasual · 15.2% Hypercasual · 12.8% Tasty Travels · 22%
D7 retention · monthly · Jan 2022 → Dec 2025. Tasty Travels (Century Games) sits at 22% — outlier.
05 · STRATEGY WON 2025
Year-over-Year Change for Mobile Games · 2025 · by Genre & Region

Strategy grew downloads across every region.

Asia · YoY change
Strategy
+$1.38B
largest gain
RPG
−$1.53B
largest drop
North America · YoY change
Strategy
+$1.12B
largest gain
Casino
−$860M
largest drop
Europe · YoY change
Puzzle
+$706M
largest gain
Strategy
+$629M
also up
Action
−$342M
largest drop
Year-over-Year IAP change · 2025 · USD · regional leaders.
06 · EASTERN PUBLISHERS GAINED SHARE IN 2025 AS CENTURY GAMES BROKE OUT
Share of global IAP revenue by publisher region

Asia gained almost exactly what North America lost.

Asia (Eastern)
YoY publisher revenue change
+$2.58B
led by Century Games, FUNFLY
North America
YoY publisher revenue change
−$1.78B
share gave back to Asia
Europe
YoY publisher revenue change
+$0.36B
led by Dream (Royal Match)
Share of global IAP revenue by publisher region · YoY change · 2024 → 2025.
07 · TOP 10 MOBILE GAME PUBLISHERS · WORLDWIDE 2025
By Downloads & By IAP Revenue · two parallel rankings

Downloads and revenue are two different lists.

By Worldwide Downloads
#PublisherTop app
1Azur Interactive GamesWorms Zone .io
2MiniclipSubway Surfers
3OnesoftCookingdom
4VoodooHole.io
5SayGamesMy Perfect Hotel
6SupercentPizza Ready!
7ironSourceBridge Race
8Outfit7 (Jinke Culture)My Talking Tom 2
9BabyBusGame World: Life Story
10Embracer GroupLamar
By Worldwide IAP Revenue
#PublisherTop app
1TencentHonor of Kings
2ScopelyMONOPOLY GO!
3Century GamesWhiteout Survival
4MicrosoftCandy Crush Saga
5Dream GamesRoyal Match
6PlayrixTownship
7FUNFLYLast War: Survival
8Take-Two InteractiveToon Blast
9SupercellClash Royale
10Moon ActiveCoin Master
Top 10 Mobile Game Publishers · Worldwide · 2025 · iOS + Google Play (China iOS only).
08 · LIVE OPS & AD SPEND
Mobile Game New Event Trends · 2025

Less "regular offer," more gacha and multi-pass.

Live ops shift
Away from
Regular discount offers
Toward
Gacha & multi-pass
Mechanic-led formats with longer payoff windows.
US ad spend vs IAP share · 2025
Most over-indexed
Lifestyle & Puzzle
~56% of US ad spend · smaller IAP share
Most under-indexed
Casino
Small ad spend · much larger IAP share
Mobile Game Class Ad Spend Share & IAP Revenue Share · US · 2025.
09 · ROBLOX CAPTURED 74% OF GAME PUBLISHER WEB VISITS IN 2025
Top 20 Game Publisher Websites · Visits

Roblox is the web's game-publisher homepage.

74% ROBLOX share of top-publisher web visits
Roblox visits · type of traffic
90%
direct (typed URL / bookmark)
Organic search share
5%
low — players know the URL
Top URL path
/games/
discovery and play happen on the web
Top 20 Game Publisher Websites by 2025 Visits.
10 · GLOSSARY
What the report's terms mean

The words, defined.

Hypercasual
Product model · ad-monetized

Simple, one-thumb games understood in seconds. Money from ads, not IAP. Highest install volume, lowest retention.

22B installs · 66B hours · the only tier that grew
Casual
Product model · mixed

Polished mainstream games — match-3, merge, light sims. Easy to learn, layered progression, frequent small spends.

14B installs · 125B hours · D7 retention slipping
Hybridcasual
Product model · 2025 standout

The hypercasual hook plus casual-style meta-progression. Ad acquisition with IAP retention. The only tier where revenue grew.

6B installs · D7 now above casual
Mid-core
Product model · where IAP lives

Deeper, longer sessions — strategy, RPGs, shooters. Heavy progression and competitive loops. Highest D7 (~21%).

5.5B installs · 226B hours · most player time
4X strategy
Sub-genre of Strategy

eXplore, eXpand, eXploit, eXterminate. Shared-map kingdom-builders with PvP. Drove the 2025 strategy boom.

Last War, Whiteout Survival, Kingshot
Gacha
Mechanic

Randomized character/item draws paid in premium currency. Backbone of mobile RPGs; one of 2025's growing live-ops formats.

Genshin Impact, Honkai: Star Rail
Multi-pass
Mechanic

Stacked battle-pass tracks (free + premium tiers, plus events). Long-horizon monetization the report names as 2025's other live-ops shift.

Royal Match, Last War, Fortnite
Live ops
Operations

Running a game as a service — events, seasons, offers, balance updates. The report's main reason winners outgrew losers in a flat market.

Shifted from offers to gacha + multi-pass
IAP
Monetization

In-app purchases — currency, gacha pulls, passes, cosmetics. When the report says "revenue," it means gross IAP. Ad revenue is separate.

2025 total: $81.8B · +1.3% YoY
UA
Marketing

User acquisition — paid marketing for installs. CPI = cost per install. ROAS = return on ad spend. Costs stayed elevated in 2025.

2025 pivot: from acquiring to retaining
D7 retention
Engagement metric

Share of installers still active 7 days later. Standard early benchmark. Casual fell from 18.5% to 14.9% over four years.

Tasty Travels — outlier at 22%
Meta-progression
Design term

Progress between sessions — profile levels, permanent unlocks, base-building, collections. The thing that turns a hook into retention.

The defining hybridcasual feature
RPG · Casino · Puzzle
Genres

Three of the report's genre buckets. RPG: gacha-driven, mostly Asia-led, declined in 2025. Casino: small ad share, big IAP. Puzzle: match-3 + block; ad exposure +40%.

Genshin · Coin Master · Royal Match
Rewarded ads · Playables
Ad formats

Rewarded: opt-in ads in exchange for in-game items. Playable: 15-second mini-game inside another app. The report's "high-attention" formats.

Why hypercasual economics worked again in 2025
11 · END
Source
Source

Sensor Tower, State of Mobile 2026.

All numbers from the report's published data file. Slide titles, tier figures, the seven-year IAP timeline, 48-month retention curves, and Top 10 publisher lists match the report exactly.

sensortower.com/report/state-of-mobile-2026