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Candy Crush controls 8 percent of mobile game revenue and is second only to Clash of Clans

by Taylor Stanton - February 23, 2019

Image credit: Beata Dudová

Since release, Candy Crush has made a name for itself by being one of the most downloaded mobile games available for smart phones and tablets. Data from Slice Intelligence confirms that the enthusiasm around puzzle games is valid, since King's game is the second-most lucrative mobile game, generating eight percent of all mobile game revenue. 

While playing King's candy land is free, the average candy crusher who made an in-game purchase this year spent $61.49 dollars in the game. Gamers who buy items in Candy Crush's sequel, Soda, spend about five dollars more than gamers who make purchases in the original game, primarily on gold bars and extra moves.

New games drive Candy Crush’s sweet revenue

Our analysis reveals that when Candy Crush sales start to crash, a new game launch has been key to feed the game's revenue stream. Candy Crush Saga’s sales sagged nearly 43 percent during the seven months between March and September 2014; and bounced back in October with the release of Candy Crush Soda. The cola-themed sequel accounted for 45 percent of the Candy Crush franchise in-game revenue in the last year. While Candy Crush's third installment, Jelly, has only been around for three months, the trend seems to continue as King uses new games to maintain revenue. 

About this data

With a panel of over 4 million online shoppers, Slice Intelligence gives the most detailed, and accurate digital commerce data available, and is reported daily.

Slice Intelligence is the only service to measure digital commerce directly from the consumer, across all retailers, at the item level, and over time. Our retailer-independent methodology precisely measures commerce as it happens. By extracting detailed information from hundreds of millions of aggregated and anonymized e-receipts, Slice can map the entire Purchase Graph, connecting each and every consumer to all their purchases.

Slice gets its data from e-receipts – not a browser, app or software installed by the end-user – so its measurement reflects comprehensive shopping behavior across multiple devices, over time which are key in an increasingly omnichannel retail world.