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Among Us Player Count, Revenue & Stats [2026]

Among Us Player Count, Revenue & Stats [2026]

by Andrea Knezovic

Among Us is one of the biggest viral mobile game stories of the last decade. Below, you’ll find the latest Among Us statistics, including downloads, revenue, DAU, MAU, retention, engagement, monetization, player demographics, and user acquisition data.

Key Stats For 2026

Lifetime Downloads908.6 Million
Lifetime Revenue$60.4 Million
Average Daily Players4.6 Million
Average Monthly Players31.2 Million
ARPDAU<$0.01
Day 30 Retention2.4%

Data source: AppMagic.

Is Among Us Still Popular In 2026?

Among Us is still popular in 2026, but it is far below its viral peak. Monthly downloads peaked in September 2020, while revenue and MAU peaked in October 2020. The game now looks more like a mature evergreen social game than a hypergrowth mobile hit.

MetricPeakCurrentChange
Monthly Downloads (M)144.16.4-95.5%
Monthly Revenue ($M)14.60.2-98.6%
MAU (M)278.225.3-90.9%

Data source: AppMagic. Current data uses the latest complete month available.

Game Overview

PublisherInnersloth
Release DateJune 15, 2018
GenreSocial Deduction, Party, Multiplayer

Data source: Innersloth, App Store, Google Play, and AppMagic.

How Many People Play Among Us?

Among Us remains one of the most played mobile games, with DAU and MAU still high for a game that peaked years ago.

MAU & DAU Stats

MonthDAU (M)MAU (M)
March 20263.525.3
February 20263.726.9
January 20263.927.7
December 20253.924.1
November 20253.522.0
October 20253.521.7
September 20253.622.9
August 20253.824.5
July 20253.825.2
June 20253.623.4
May 20253.422.4
April 20253.523.4
March 20253.624.4
February 20253.725.4
January 20253.825.0

Data source: AppMagic.

How Many Downloads Does Among Us Have?

Among Us is one of the most downloaded games, with 908.6 million lifetime mobile downloads and 70.2 million downloads in 2025.

PeriodDownloads (M)
All-Time Downloads908.6
2026 YTD20.6
202570.2
202468.2
202368.2
202290.5
2021146.1
2020424.7
201914.5
20180.2

Data source: AppMagic.

How Much Money Does Among Us Make?

Among Us has generated $60.4 million in lifetime mobile revenue. Its best revenue year was 2020, when mobile IAP revenue reached $41.6 million, while 2025 revenue was much lower at $1.8 million.

Revenue Statistics (2018 To 2026)

PeriodRevenue ($M)
All-Time Revenue60.4
2026 YTD0.6
20251.8
20241.5
20231.6
20221.6
202111.3
202041.6
20190.3
2018<0.1

Data source: AppMagic. Revenue is IAP revenue data reduced by platform fees and inclusive taxes.

How Among Us Makes Money

Among Us uses a very different monetization model from most top-grossing mobile games. It is not built around gacha, battle passes, energy systems, or heavy progression pressure. The core game is free on mobile, and monetization comes mostly from optional cosmetics, premium currency, ad removal, and mobile ads.

The main premium currency is Stars. Innersloth says Stars can be bought with real money and used to purchase special items and some Cosmicubes. Cosmicubes are themed cosmetic bundles with branching unlock paths, while Beans and Pods are earned through gameplay. This keeps spending tied to identity and self-expression rather than competitive advantage.

Among Us also uses ads, but the current setup is intentionally light. Innersloth added optional mobile ad rewards that let players watch ads to earn Stars, while clearly saying ads are optional. That fits the game well. A party game with a massive casual base cannot push monetization too hard without hurting the social loop.

The biggest revenue drivers are cosmetic bundles, Stars, Cosmicubes, ad removal, and optional ad rewards. The game does not look whale-driven. Its ARPDAU is under $0.01, which suggests Among Us makes money through scale, brand reach, and lightweight spending rather than a small group of very high spenders.

Data source: Innersloth Help Center, Innersloth official updates, App Store, and Google Play.

Monetization Efficiency

Revenue Per Download$0.07
Revenue Per MAU<$0.01
DAU/MAU Ratio14.7%

Data source: AppMagic.

Among Us has weak monetization efficiency compared with IAP-heavy mobile games, but that is not surprising. Its strength is reach, accessibility, and social play, not high player spending.

Player Demographics

Exact in-game demographic data for Among Us is limited, but public audience signals show that it reaches young gamers and a broad international audience. Similarweb data for innersloth.com points to a slightly male-leaning audience, while Priori Data reports that many Among Us players are teens and young adults.

Gender Split56.3% Male / 43.7% Female
Largest Website Age Group18 To 24
Survey-Based Player Age Signal14 To 30
Top Website Audience CountryUnited States
Other Top Website Audience CountriesRussia, India, Canada, United Kingdom

Data source: Similarweb and Priori Data.

Engagement Statistics

Among Us has solid engagement for a casual social deduction game, with an average session length of 20.19 minutes and 2.54 sessions per player.

Average Session Length20.19 Minutes
Average Session Count2.54

Data source: AppMagic.

Retention Statistics

Among Us has strong first-day retention for a lightweight party game, with D1 retention at 33.6%. Long-term retention drops sharply, which fits a game that many players revisit around social moments, updates, or friend activity.

D1 Retention33.6%
D7 Retention9.5%
D30 Retention2.4%
D90 Retention1.0%
D365 Retention0.3%

Data source: AppMagic.

User Acquisition Snapshot

Among Us Was A Creator-Led Breakout

Among Us is not a classic paid user acquisition story. Its biggest growth driver was creator-led virality, especially on YouTube and Twitch. Sensor Tower reported that downloads surged 661% month-over-month in August 2020 after the game spread through content creators.

That matters because Among Us did not scale like a normal performance-marketing game. It scaled because the product was perfect for streaming: short rounds, social tension, funny accusations, betrayal, and endless clip potential. The content was the ad.

The Game’s Social Design Did The Selling

The strongest UA asset was the game loop itself. Among Us is easy to understand in seconds, but every match creates drama. That made it ideal for streamers, friend groups, memes, and social sharing. The game was built for watchability, even if that was not the original marketing plan.

This is why it crossed into mainstream culture so fast. Players did not need a deep tutorial or polished onboarding campaign. They needed one funny clip, one creator lobby, or one friend group invite.

Live Ops Now Keep The Game Visible

Among Us is now in a maintenance and reactivation phase, and Innersloth is using the right kind of content for that stage. New roles, Cosmicubes, collaborations, and seasonal events give players a reason to check back in without changing the core game too much.

The Stardew Valley Cosmicube, Pusheen collaboration, Like a Dragon collaboration, and 2026 roadmap all show the same strategy: keep the brand culturally visible through cosmetics, creator-friendly moments, and recognizable crossover IP.

Current Growth Is Evergreen, Not Hypergrowth

The AppMagic trend is clear. Among Us is nowhere near its 2020 peak, but it still has a large mobile audience. Current MAU is far below the October 2020 high, yet 25 million+ monthly active users is still a strong base for a game that launched in 2018.

At this stage, the main challenge is not raw awareness. Everyone knows Among Us. The harder job is bringing lapsed players back, giving friend groups a reason to reinstall, and turning lightweight engagement into small but steady cosmetic spending.

The UA Lesson Is Simple

Among Us shows that the best UA strategy is sometimes not a media strategy at all. It is a product that creates stories people want to share. For social games, shareability can beat polished ad production, especially when creators can turn each session into entertainment.

For studios trying to improve mobile game UA at this stage, Udonis helps with paid user acquisition, creative testing, and growth planning. The key is knowing whether the game needs fresh users, returning users, better creative hooks, or stronger monetization from the audience it already has.

Data source: AppMagic, Sensor Tower, Innersloth official updates, and Similarweb.

References

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