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When Genshin Impact was launched in September 2020 everyone think it is just a other anime style RPG game which is trying to enter in a so much crowded anime game market.
But within six months it crossed more then $1 billion in revenue which just surprised everyone.
Till now it have generated $5–6+ billion globally (estimated) and is after 5 years it is still ranking in highest earning games in the world because only a handful of games reached at $1 billion revenue and it have crossed $5-6 billion.
Any game don’t just succeed by luck but because they carefully design everything based on players psychology, content, monetization ecosystem so lets break everything too look at its revenue breakdown.

So first take a look how Genshin Impact is different from other anime based games. It is developed by miHoYo (globally branded as HoYoverse). Lets take a look:
If we look at its design then it is like some RPG games like The Legend of Zelda: Breath of the Wild
But it have completely different system for its revenue.
Now lets take a look at its revenue breakdown from its launch to current phase.
Its revenue was too good from its launch and become fastest earning game on mobiles ever release because most games earn heavily from pc and consoles but it show that potential on smartphones.
Now lets take a look at its mobile revenue estimate:
Important: These numbers cover mobile only (iOS + Android) platform revenue.
Its PC and PlayStation revenue figures are not publicly disclosed but analysts estimate total lifetime revenue include mobiles, PC and consoles is more then $5–6+ billion globally.
Even after so many years of launch it is still :
Only few games can go so far in such a competitive game space.
Now we will talk about how it is earning and its primary monetisation system is Wish (gacha) system.
In which players:
This system is based on:
All other RPG games monetizes powers progression gate but Genshin have monetised characters. So emotional attachment with characters have dramatically increase player spending.
Certain character banners have historically generate massive revenue spikes.
some of high revenue generating characters are:
During major banner cycles its revenue reaches at tens of millions within weeks and these character banners rotate in every ~3 weeks so revenue cycles are continuous for it.
Top spending regions of it are:
ARPU (Average Revenue Per User) in Japan and china is extremely high and reason of its major success are also these 2 countries.
Countries like India have high download volume but have very revenue per user spending if we compared to Japan or US. These regional balance stabilizes global revenue.
There are also some other revenue source then gacha by which gene shin generate its recurring revenue and these are :
It is a low cost monthly subscription model by which players get daily Primogems.
It is a tiered reward progression with paid upgrade option.
It is for high money spender for constellation upgrades and weapon refinement.
This other layers of monetization system ensures:
Everything is without aggressive ad monetization.
Genshin contain have:
No ads in have helped it improves perceived quality and feel it like premium.
So when a game feels premium spending feels voluntary not forced. This have increased its long term trust and retention of players.
In every ~6 weeks Genshin releases:
So this reglar update cycle is:
If content is not updated regularly then even best monetization model will collapses.
Genshin’s revenue success have many combinations like:
Only few games have successfully integrate these all components simultaneously.
For any free-to-play RPG game this scale is extraordinary.
Genshin Impact have made so much money not because it forces players to pay but because it made them want to spend and feel rewarded a user spend more when you don’t force then but wanted too.
It sells:
It have combined psychology, production quality, and disciplined live-service execution.
From a business and game design perspective it is one of the most optimized free-to-play revenue systems ever built.