The monthly earnings of YuGiOh Master Duel have topped other mobile TCGs, according to the earnings report on Sensor Tower.
According to the aggregate site, YuGiOh Master Duel and its earnings have topped 8 million USD in March 2022- beating out other titles such as Hearthstone, MtG Arena and Shadowverse.
It should be noted that these are just the game’s iOS earnings- and doesn’t even include data such as earnings from Steam, its various console releases or even on Android.
In comparison, Hearthstone is behind the game by a sizeable gap- with 1 million USD in the same timespace.
Behind that is MtG Arena, with 800,000 USD and Shadowverse at 300,000 USD.
It also outpaced its fellow YuGiOh title Duel Links-Sensor Tower reports the game has a total of 2 million USD in earnings in the same timeframe.
Gauging Player Spending
Of course, there’s more to be gleamed than just the raw earnings of titles like YuGiOh Master Duel as well.
Each game also features wildly different sized install bases- dividing each game’s earnings by its userbase gives you its rough average spend per user, where YuGiOh Master Duel sits at second place, tied with Duel Links.
You can view the full chart of average spend per user below:
Title | Average User Spend (based on March 2022 Earnings) (USD) |
---|---|
Shadowverse | 30 |
Yu-Gi-Oh! Master Duel | 20 |
Yu-Gi-Oh! Duel Links | 20 |
Hearthstone | 12.5 |
Magic: The Gathering Arena | 10 |
(Source: SensorTower)
It’s interesting to note that Shadowverse has the highest average user spend, especially when it also boasts the lowest overall download count on mobile with just 10k downloads.
If you considered Shadowverse an outlier for its high player spend, it’s safe to assume that your average game would be within the 10-20 USD range, a la the YuGiOh games and Hearthstone.
YuGiOh Master Duel Monetization Model
YuGiOh Master Duel has a pretty decent monetization model, due largely in part to the fact that all cards can be crafted with enough CP generated from duplicates.
Presumably, a lot of its spending would come from more serious players- a common sentiment in the community is that while tending to one deck is really easy without spending any money, having multiple decks becomes more straining as you need to make more pulls to get the cards you want.
If anything, it’s a good sign for monetization models going forward- you don’t have to base it entirely around denying people the content they want, since it has no visible effect on the user desire to spend.