iOS release of 'Fortnite' rakes in over $25M in first 30 days
Epic Games' "Fortnite" -- a free-to-play third-person shooter, which took off after adding a battle royale mode copying "PlayerUnknown's Battlegrounds" -- amassed over $25 million in its first 30 days after being ported to iOS devices, according to research data shared this week.

"Fortnite" on the iPad.
The feat is all the more impressive because "Fortnite" for iOS has only been out of an invitation phase since Apr. 1, said analytics firm Sensor Tower. Average daily spending on in-app purchases is now over $1 million worldwide.
In the U.S. people spent $9.5 million on the game within the first two weeks of April -- making it second only to Netflix's $12.6 million. That put it above other lucrative apps such as Tinder, Pandora, and YouTube.
If "Fortnite" can "maintain its current hysteria-level popularity" for a few more months -- and it comes to Android by this summer -- the game could potentially reap over $500 million by the end of 2018, Sensor Tower projected.
In comparison, Nintendo's "Super Mario Run" made $56 million in its first year, ordinarily a large amount for any app. Both games pale in comparison to the success of "Pokemon Go" however, which took in some $1.1 billion.
"Fortnite" and the mobile version of "Battlegrounds" have sometimes been described as a watershed moment in mobile gaming, proving that PC- and console-style games can be successful despite interface and processor limitations. Phones and tablets have become increasingly powerful, and in some cases may be a person's main computing device.
AppleInsider reviewed the title, calling it an excellent port to mobile, and a "good, if challenging, game for those wanting to dip their toe into the competitive survival genre."
"Fortnite Battle Royale" requires an Internet connection and iOS 11 to play, and is playable on an iPhone 6S, iPhone SE, iPad Mini 4, iPad Pro, iPad Air 2, iPad 2017, and later devices.

"Fortnite" on the iPad.
The feat is all the more impressive because "Fortnite" for iOS has only been out of an invitation phase since Apr. 1, said analytics firm Sensor Tower. Average daily spending on in-app purchases is now over $1 million worldwide.
In the U.S. people spent $9.5 million on the game within the first two weeks of April -- making it second only to Netflix's $12.6 million. That put it above other lucrative apps such as Tinder, Pandora, and YouTube.
If "Fortnite" can "maintain its current hysteria-level popularity" for a few more months -- and it comes to Android by this summer -- the game could potentially reap over $500 million by the end of 2018, Sensor Tower projected.
In comparison, Nintendo's "Super Mario Run" made $56 million in its first year, ordinarily a large amount for any app. Both games pale in comparison to the success of "Pokemon Go" however, which took in some $1.1 billion.
"Fortnite" and the mobile version of "Battlegrounds" have sometimes been described as a watershed moment in mobile gaming, proving that PC- and console-style games can be successful despite interface and processor limitations. Phones and tablets have become increasingly powerful, and in some cases may be a person's main computing device.
AppleInsider reviewed the title, calling it an excellent port to mobile, and a "good, if challenging, game for those wanting to dip their toe into the competitive survival genre."
"Fortnite Battle Royale" requires an Internet connection and iOS 11 to play, and is playable on an iPhone 6S, iPhone SE, iPad Mini 4, iPad Pro, iPad Air 2, iPad 2017, and later devices.
Comments
I can’t play it with either my Logitech Powershell or my Steelseries Nimbus
How stupid do you think people are?
This is is actually how games should be.
Now imagine this behavior was artificial in nature. Calculated. Created. Pushed out there, entirely legally. Not “forced” on people–because no forcing was needed–simply “suggested”, such that eventually everyone did it. Were they lied to? Of course; they were told from below that ‘everyone is doing it’ and told from above ‘this is what the classy people are doing’; and so the silent majority believed they were in the minority–all alone, in fact–and so one day they went to buy those vegetables.
No one forced them; you’re absolutely correct. They’ve just never known anything, as a lifestyle, other than keeping up with the Joneses.
Extremely. In general, at least. Why else do you think that society provides, by law, for certain protections? It’s not to save the life of the moron too stupid to figure out he shouldn’t drink and drive. He’s not worth saving. It’s to save the life of the people the drunk driver mows down. Why do you think we have animal rights laws? It’s not because animals have rights. It’s because abusing animals (abuse meaning either “mistreating them physically” or “using too many of them and damaging the balance of the ecosystem”) is a reflection of the psyche of the human performing the abuse. A person willing to abuse an animal is a danger to himself and others (humans), either in a physical sense (mistreatment of animals = mistreatment of humans) or in a societal sense (being a poor steward of the environment threatens the survival of the nation).