The game has also been downloaded over 10 million times.

On June 20, we learned not only that Diablo Immortal's release in China was delayed, but also that the game already pulled in $24 million (USD) through microtransactions. That's how much the game made just in its first two weeks of availability. At the time, I guessed that Diablo Immortal would pull in about $50 million over the course of an entire month.

Now, Mobilegamer.biz reports (on data collected by Appmagic) that Diablo Immortal pulled in $49 million in its first month of being available. Not only that, but that $49 million came in from the over 10 million confirmed downloads of the game. To compare, Diablo 3 sold 3.5M copies in its first day and 6.3M copies in its first week. Diablo 3 did not hit 10 million units sold until six weeks after launch.

Diablo 3 was also not a free-to-play game.

The data, seen below, shows that daily downloads really took a nosedive after the game's first four days of availability. On the other hand, daily revenues seem to have remained fairly consistent over the first 30 days. Daily revenues seem to fluctuate between $1M per day and upwards to a peak of about $2.4M per day.

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Mobilegamer and Appmagic offer up a comparison by way of the recent launch of Apex Legends Mobile. Apex Legends Mobile earned publisher EA $11.6 million and 21.8 million downloads in its first month of availability.

The figures shared above and throughout this news post do not include the PC version of the game. It must also be said that the data from Appmagic is based on what Blizzard pulls in after Apple and Google take their cuts. This means that Diablo Immortal's revenues are probably far higher than the reported $49 million as shown in this data.