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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.

Lilith Games finds a new hit as Clash of Critters makes $45.6m in four months
Lilith Games finds a new hit as Clash of Critters makes $45.6m in four monthsAI-generated

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)

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James Calloway

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Senior reporter covering business strategy at Game Dev Wire.

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