How much money has Genshin Impact made? Revenue and players
Genshin Impact made at least $6.4 billion on mobile in its first five years, AppMagic estimates, with $504.8 million in year five.

Genshin Impact made at least $6.4 billion from players on the App Store and Google Play in its first five years, from 28 September 2020 to September 2025, AppMagic estimates, PocketGamer.biz reported. Its best year was the first, at $1.8 billion, and the fifth brought in $504.8 million.
Genshin Impact is an action role-playing game that took the gaming world by storm. Developed by the Chinese studio miHoYo, now HoYoverse, it came out in September 2020 on phones, PC and PlayStation. With its vibrant world, intuitive gameplay and rich lore, its success is hardly surprising. Here’s what it has made, and how fast it got there.
Genshin Impact key statistics
- $6.4 billion: lifetime App Store and Google Play spending by September 2025.
- $1.8 billion: mobile spending in year one, September 2020 to September 2021.
- $504.8 million: mobile spending in year five, to September 2025.
- $1 billion: mobile spending within six months of launch, by March 2021.
- 17 million: mobile downloads in its first four days, in September and October 2020.
Genshin Impact revenue
Genshin Impact has made at least $6.4 billion on phones
Each year runs from one 28 September anniversary to the next. These are App Store and Google Play estimates, so PC, PlayStation and HoYoverse’s web shop are extra.
| Year | Mobile player spending |
|---|---|
| Year 1 (2020–21) | $1.8 billion |
| Year 2 (2021–22) | $1.8 billion |
| Year 3 (2022–23) | $1.6 billion |
| Year 4 (2023–24) | $876.7 million |
| Year 5 (2024–25) | $504.8 million |
Figures from AppMagic, reported by PocketGamer.biz in September 2024 and September 2025. Lifetime mobile spending was $6.3 billion by September 2024.
- January 2025 was the best month of year five, at $88.4 million, followed by June 2025 at $63.7 million.
- 18 June 2025 brought in $11.3 million, the best single day since April 2024.
Genshin Impact passed $1 billion on phones in six months
| Time after launch | Mobile player spending |
|---|---|
| First week | $60 million |
| Two weeks | $100 million |
| Two months | $393 million |
| Five months | $874 million |
| Six months | $1 billion |
- Its first week, 28 September to 4 October 2020, brought in $60 million, making it the world’s second highest-grossing mobile game that week, Sensor Tower said.
- In its first two months, players spent about $6 million a day, Sensor Tower estimated, GamesIndustry.biz reported. China made up 30.5% of that ($120 million), followed by Japan ($98 million) and the US ($74 million).
- After five months, China was still the biggest spender, with 29% ($253 million), PocketGamer.biz reported. Japan led the rest of the world with $237 million, ahead of the US at $162 million.
- The game reached $1 billion in March 2021, Forbes reported.
The game uses gacha mechanics, which are widely accepted in China but still have to prove themselves in the West. Different currencies can be earned in-game or bought in the store to pull for characters and weapons, and a Battle Pass and a monthly card add extra items. The biggest worry is still players developing a gambling habit.
Genshin Impact players
Genshin Impact was downloaded 17 million times on phones in four days
- The game passed 17 million mobile downloads within four days of its 28 September 2020 launch, Sensor Tower estimated, VGChartz reported.
- Before launch, it had more than 20 million pre-registrations.
- It won Apple’s iPhone Game of the Year and Google Play’s Best Game of 2020, then Best Mobile Game at The Game Awards 2021.
When you remember that the game was harshly compared to Zelda: Breath of the Wild by Chinese and Western players, the direction its popularity took is astonishing. Maybe it even benefited from the comparison. Word of mouth did the trick, and the game didn’t need a whole week to start breaking records.
Is Genshin Impact dying? No, but it’s past its peak on phones. Mobile spending in year five was down 42% on year four and worth 27% of year one, though the game still topped $500 million on phones alone.