[GamePea Exclusive, Reproduction Prohibited!] GamePea reports β Although its sequel, AFK Journey, has surpassed the original in several metrics, AFK Arena remains one of Lilith Games' most profitable titles over its lifecycle. According to recent estimates from AppMagic, the seven-year-old idle RPG AFK Arena has accumulated over $1.5 billion (approximately RMB 10.2 billion) in cumulative player spending, including only iOS and Google Play stores.
Launched globally on April 9, 2019, the mobile game earned $12.1 million in its first month and $469.8 million in its first year. Revenue grew steadily for four consecutive months post-launch, peaking in early 2020 with a record-breaking $105.4 million in January 2020 alone. While the revenue peak occurred in the first year, AppMagic data shows that the pandemic period was the highest-earning annual period. The game's second year, starting April 2020, generated $528.3 million. In other words, AFK Arena approached the $1 billion revenue threshold in just two years.
By market, China has been the standout performer for AFK Arena. Over the years, 32% of mobile player spending came from China, followed by the United States at 24%. South Korea accounted for 11%, with Japan close behind at 10%. Notably, AFK Arena only launched in China in January 2020. That month, 81% of player spending came from China. Despite launching later in China than in most other regions, China contributed 47% of total mobile player spending in the first year.
The sequel, AFK Journey, followed a similar path: launching overseas first, establishing a foothold in Western markets, and then returning to the domestic market. For AFK Arena, China's contribution to global player spending dropped to 31% in the second year and has continued to decline as overall revenue has fallen for five consecutive years. Since the six-year anniversary in April 2025, AFK Arena has added $28.8 million in global revenue, with only $4.2 million coming from China.
It should be noted that AFK Arena's actual total revenue is likely higher, as this estimate does not include Steam version revenue or revenue from mobile stores other than Google Play and App Store, especially given its success in China. Lilith Games monetizes AFK Arena through gacha mechanics, subscription services, bundles, and other methods. In-game advertisements also contribute to its cumulative revenue.
To celebrate its seventh anniversary, the game released a new update on April 7, featuring an "unprecedented celestial spectacle" and the arrival of the five-star ranger Serennia in the land of Esperia. A new "Otherworldly Fishing" gameplay mode was added, along with an annual review feature that lets players check stats like enemies defeated, voyages completed, and experience gained from idle play.
Despite declining revenue, AFK Arena remains Lilith's second-highest-grossing mobile game by cumulative revenue, trailing only Rise of Kingdoms. The sequel, AFK Journey, has surpassed the original in revenue since its 2024 launch, earning nearly twice as much in 2025.
Tags: AFK Arena, Lilith Games