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Archero 2 makes $32.8m in first 30 days from player spending

Habby’s Archero sequel peaked at $1.4 million on January 25th
Archero 2 makes $32.8m in first 30 days from player spending
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Habby’s latest hybridcasual hit Archero 2 has generated $32.8 million in gross player spending over its first 30 days.

After launching globally on January 7th, 2025, the Archero sequel made $6.6 million gross in week one according to AppMagic estimates, and peaked at $8.8 million in week three.

AppMagic data comprises estimates of player spending on the App Store and Google Play, meaning Archero 2’s true revenue is likely higher when including earnings from ads.

Ready, aim, fire

January 25th has marked Archero 2’s highest-earning day thus far with over $1.4 million in player spending. This came one day after the Abyssal Tide event kicked off, an endless survival challenge bringing new stages daily until February 20th.

The start of this event was likely the cause of Archero 2’s week-three revenue surge, though the rise has not sustained more than a week later. Most recently, on February 5th, daily spend fell to $853,000, down 39% from its peak.

Gross player spending in four weeks since global launch
Gross player spending in four weeks since global launch

Archero 2 quietly soft launched in late 2024 with 50 main chapters and 1,250 Sky Tower floors to experience, substantial enough that it began generating over $500,000 per day towards the end of November.

As a result, total player spending in Archero 2, including soft launch, has already reached $65.3 million.

South Korea was among the first countries to have received soft launch access, helping this market to maintain its spot as Archero 2’s most lucrative following global release. The region has contributed $14.7 million to date, equating to 23% of lifetime player spending. $11.6 million of that sum was spent prior to the game going global.

Taiwan gained access to the game in late November and is therefore still Archero 2’s second most lucrative market to date, having spent $10.3 million in-game or 16% of global spending.

The US currently ranks third despite having had to wait until the global release on January 7th. The country has spent $9.9 million in-game to date, equating to 15% of global spending.

This also makes the US the game’s biggest spender since global launch, ahead of South Korea and Taiwan.