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Lilith Games' Clash of Critters hits $45.6m in first four months
Lilith Games' Clash of Critters generated $45.6m in gross player spending across the major app stores in four months, marking the studio's strongest new-IP launch behind AFK Arena and Rise of Kingdoms and averaging roughly $11m monthly.

Patch notes
Clash of Critters generated $45.6m in gross player spending across major app stores in its first four months.
The title is a new IP from Lilith Games, the studio best known for AFK Arena and Rise of Kingdoms.
Gameplay blends tower defence, idle progression and creature collection across more than 100 Tataris units.
Monthly gross revenue is running at approximately $11m as of the four-month mark.
Revenue figures are gross; developer net after standard 30% store fees typically lands in the 50–70% range.
Clash of Critters, a new title from Lilith Games, has generated $45.6 million in gross player spending across the major app stores in its first four months on the market, according to figures reported by Pocketgamer.biz.
The figure marks the strongest new-IP launch window to date for Lilith, the publisher best known for AFK Arena and Rise of Kingdoms — two mid-core franchises that have collectively anchored the studio's mobile strategy and continue to rank among the top-grossing strategy titles on both app stores.
What's actually in the game?
Clash of Critters blends three mechanics familiar to mobile mid-core players:
- Tower defence layouts for wave-by-wave combat.
- Idle progression systems that continue paying out in offline windows.
- Creature collection built around more than 100 "Tataris" units, each with separate elements, base stats and evolution paths.
That hybrid packaging targets the mid-core-to-hybrid-casual corridor where the core retention loop is a daily login rather than session length — a category that has produced a disproportionate share of 2024–2025 top-grossing mobile launches.
How does this compare to Lilith's catalog?
Lilith built its commercial base on two strategy-IP franchises that still monetize at scale:
- AFK Arena has been the studio's flagship idle-RPG title for several years.
- Rise of Kingdoms is widely cited as a reference design for 4X mobile strategy.
Clash of Critters now represents Lilith's third actively monetizing major mobile IP, splitting incremental UA spend across a third franchise rather than the historical two-pillar model.
What does the revenue signal for studios?
A new title averaging roughly $11m per month in gross revenue at the four-month mark is a benchmark that mid-core and hybrid-casual teams will use to set internal targets. The $45.6m figure is gross; developer net after the standard 30% store fee (or 15% under Apple's Small Business Program, where applicable) typically falls in the 50–70% range, depending on channel mix and any first-party platform deals.
The result also reinforces a pattern visible across the 2024–2025 mobile market: hybrid genre packaging — rather than pure mid-core depth — is currently one of the more reliable paths to nine-figure first-year gross revenue for established publishers with mature user-acquisition stacks.
What's the read at month four?
Month four is a critical inflection point for mobile titles. Games that have not stabilized retention curves by this window typically post monthly gross revenue decay of 40–60% over the following two quarters. Clash of Critters appears to be holding above the $11m run rate, but Pocketgamer.biz has not yet disclosed day-30 or day-90 retention or ARPDAU trend — the two figures that would clarify whether the IP is on a flat trajectory or has begun its decay curve.
What should studios watch next?
Three signals will determine whether Clash of Critters becomes a sustained top-50 earner or slides into the long tail:
- The next two monthly gross revenue prints from Pocketgamer.biz and Sensor Tower, due within six weeks.
- A Lilith announcement on a global creative refresh, balance patch or media-buy expansion — any of which would signal the studio is treating the IP as a multi-year platform rather than a one-quarter launch.
- Comparable launch curves from rival publishers pursuing tower-defence-plus-collection hybrids, which the Clash of Critters result is likely to provoke.
If the title holds above $10m monthly through Q3, it becomes a clear reference point for hybrid-casual strategy pitches into 2026.
via appmagic.rocks (Original)