๐ฅ Free-to-play games was supposed to have won...right?
In 2025, nine premium games cleared 10 million downloads. Only four free-to-play titles did.
That's not a blip but more of a structural signal most of the mobile industry isn't taking seriously.
Sensor Tower's State of Gaming report laid out the data.
Battlefield 6 at approximately 20 million units sold at $70. Nine premium titles at 10 million or more. Four free-to-play breakouts.
The variety on the premium side is the interesting part.
Indie titles under $10 like R.E.P.O. and PEAK.
Mid-budget games like Arc Raiders and Split Fiction.
Remasters. Full AAA. All outperforming the free-to-play launch pipeline on download volume.
Here's the framing that makes sense of it.
Free-to-play incumbents have entrenched player bases, built-in social graphs, and years of investment in live-service loops.
The top 50 mobile games captured 80% of all revenue growth last year.
Breaking into that group with a new free-to-play title means competing directly with Scopely, Supercell, and Dream Games for a player's time and wallet.
Premium, paradoxically, may now be the less saturated path to player attention.
The player who pays $70 upfront is self-selecting. They want the game. They've already decided. There's no funnel to optimise, no D1 retention crisis, no endless creative testing to justify the CPI. The conversion already happened at the point of purchase.
I think mobile has been so conditioned by free-to-play economics that the industry has stopped seriously asking whether the model is still the right default for every game type.
The premium data in 2025 says it's worth asking again.



