Wondering how popular is Diablo Immortal among gamers? You’re in the right spot. I’ve gathered all Diablo Immortal player count data, including monthly and daily active users. Plus, we’ll look into recent trends, revenue, downloads, engagement statistics, and more, all for the mobile version of the game published by Blizzard Entertainment.
Let’s start with the big numbers.
Key Stats For 2026
| Lifetime Downloads | 34.4 Million |
| Lifetime Revenue | $404 Million |
| Average Daily Players | 353.7 Thousand |
| Average Monthly Players | 1.8 Million |
| ARPDAU | $0.77 |
| Day 30 Retention | 7.3% |
Data source: AppMagic.
Is Diablo Immortal Still Popular In 2026?
Diablo Immortal is still active in 2026, but it is far below its launch peak. Downloads, revenue, and MAU all peaked in June 2022, which shows how front-loaded the launch was. Current performance looks more like a mature RPG with a smaller but valuable core audience.
| Metric | Peak | Current | Change |
|---|---|---|---|
| Monthly Downloads (M) | 10.9 | 0.3 | -97.0% |
| Monthly Revenue ($M) | 41.3 | 4.8 | -88.3% |
| MAU (M) | 8.6 | 1.0 | -88.8% |
Data source: AppMagic. Current data uses the latest complete month available.
Game Overview
| Publisher | Blizzard Entertainment |
| Release Date | June 2, 2022 |
| Genre | MMOARPG, Action RPG |
Data source: Blizzard, Google Play, and App Store.
How Many People Play Diablo Immortal?
Diablo Immortal remains one of the most played mobile games in the mobile RPG category, with DAU and MAU showing a stable core audience through 2025 and early 2026.
MAU & DAU Stats
| Month | DAU (M) | MAU (M) |
|---|---|---|
| April 2026 | 0.19 | 0.97 |
| March 2026 | 0.19 | 1.00 |
| February 2026 | 0.20 | 1.05 |
| January 2026 | 0.22 | 1.13 |
| December 2025 | 0.23 | 1.12 |
| November 2025 | 0.25 | 1.24 |
| October 2025 | 0.22 | 1.15 |
| September 2025 | 0.21 | 1.05 |
| August 2025 | 0.20 | 1.00 |
| July 2025 | 0.20 | 0.99 |
| June 2025 | 0.19 | 0.96 |
| May 2025 | 0.20 | 1.02 |
| April 2025 | 0.19 | 0.94 |
| March 2025 | 0.20 | 0.99 |
| February 2025 | 0.21 | 1.05 |
| January 2025 | 0.22 | 1.10 |
Data source: AppMagic.
How Many Downloads Does Diablo Immortal Have?
Diablo Immortal is one of the most downloaded games in the mobile action RPG category, with 34.4 million lifetime mobile downloads and 3.9 million downloads in 2025.
| Period | Downloads (M) |
|---|---|
| All-Time Downloads | 34.4 |
| 2026 YTD | 1.3 |
| 2025 | 3.9 |
| 2024 | 4.1 |
| 2023 | 5.4 |
| 2022 | 19.3 |
Data source: AppMagic.
How Much Money Does Diablo Immortal Make?
Diablo Immortal has generated $404 million in lifetime mobile revenue. Its biggest year was 2022, when mobile revenue reached $160.8 million, while 2025 revenue was still strong at $58.1 million.
Revenue Statistics (2022 – 2026)
| Period | Revenue ($M) |
|---|---|
| All-Time Revenue | 404.0 |
| 2026 YTD | 18.7 |
| 2025 | 58.1 |
| 2024 | 69.5 |
| 2023 | 96.4 |
| 2022 | 160.8 |
Data source: AppMagic. Revenue is IAP revenue data reduced by platform fees and inclusive taxes.
How Diablo Immortal Makes Money
Diablo Immortal uses a free-to-play monetization model built around progression, power, and endgame optimization. Unlike cosmetic-first games, Diablo Immortal monetizes the desire to improve builds, push harder content, compete in PvP, and upgrade characters faster.
That makes it much closer to whale-driven RPGs than casual mobile games. Players can enjoy the core game for free, but the highest-value spending sits around power progression and endgame efficiency.
Eternal Orbs Sit At The Center Of Spending
Eternal Orbs are the main premium currency. Battle.net explains that Eternal Orbs can be used for Eternal Legendary Crests, cosmetics, Platinum, Reforge Stones, and other items. That makes them the bridge between direct spending and the game’s highest-value progression systems.
The most important piece is the Legendary Crest loop. Eternal Legendary Crests affect Elder Rift rewards and guarantee Legendary Gems, which makes them directly tied to character strength and long-term build improvement.
Battle Passes, Bundles, And Services Add Recurring Spend
Diablo Immortal also monetizes through Battle Passes, bundles, services, Boon of Plenty-style offers, cosmetics, and event shops. These systems create recurring purchase moments without relying only on one-off currency packs.
This is why Diablo Immortal can stay among high-earning mobile RPGs even with a smaller active audience than launch. The game is not chasing the largest possible player base anymore. It is monetizing a committed RPG audience that understands the value of faster progression.
It Is Built More Like A High-Spend RPG Than A Cosmetic Game
Diablo Immortal belongs closer to top-grossing games that depend on deep progression spend than to games driven by ads or light cosmetics. Cosmetics exist, but they are not the main business model.
The monetization design is aggressive because the game’s audience is midcore to hardcore. For this type of RPG, the strongest spenders care about power, status, speed, and competitive advantage, not just appearance.
Data source: Blizzard, Battle.net, Google Play, App Store, and AppMagic.
Monetization Efficiency
| Revenue Per Download | $11.75 |
| Revenue Per MAU | $2.69 |
| DAU/MAU Ratio | 19.7% |
Data source: AppMagic.
Diablo Immortal has strong monetization efficiency for a mobile RPG. Revenue per download is high, and revenue per MAU shows that the remaining audience still spends well compared with many older mobile games.
Player Demographics
Exact in-game demographic data for Diablo Immortal is not publicly available, but public audience signals point to a male-leaning audience with strong interest from core RPG gamers.
| Gender Split | 72.6% Male / 27.5% Female |
| Largest Website Age Group | 18 To 24 |
| Top Country | United States |
| Other Countries | Brazil, South Korea, Azerbaijan, Ukraine |
| Audience Signal | Male-leaning, core RPG, Blizzard ecosystem audience |
Data source: Similarweb.
Engagement Statistics
Diablo Immortal has very high engagement for a mobile RPG, with an average session length of 53.24 minutes and 3.01 sessions per player.
| Average Session Length | 53.24 Minutes |
| Average Session Count | 3.01 |
Data source: AppMagic.
Retention Statistics
Diablo Immortal has strong early retention, with D1 retention at 42.5%. D30 retention is 7.3%, which is solid for a content-heavy RPG that demands longer sessions and deeper commitment.
| D1 Retention | 42.5% |
| D7 Retention | 16.9% |
| D30 Retention | 7.3% |
| D90 Retention | 4.0% |
| D365 Retention | 1.9% |
Data source: AppMagic.
User Acquisition Snapshot
Diablo IP Drove The Launch
Diablo Immortal’s user acquisition story starts with IP strength. Blizzard had more than 30 million pre-registrations before launch, which is not a normal mobile RPG starting point. That is franchise demand doing the heavy lifting.
The launch message was simple: Diablo, but built for mobile. That positioning gave the game instant reach with existing Diablo fans, lapsed Blizzard players, and mobile RPG players who wanted a higher-production action RPG on phone.
The Launch Was Built For Scale
Diablo Immortal had the right launch ingredients: huge pre-registration volume, strong store visibility, recognizable IP, PC cross-play, and a global marketing push. MobileGamer reported that the game reached 10.35 million downloads and $49 million in mobile revenue by day 30, which shows how quickly it converted attention into spending.
This was not just organic hype. It was a full-scale AAA mobile launch with enough brand power to pull in users before paid UA had to do all the work.
The Creative Hook Is Power Fantasy
Diablo Immortal’s creative angles are built around combat, loot, classes, demons, bosses, PvP, and dark fantasy. The ads and store pages do not need to explain the Diablo universe from zero. They sell power fantasy and progression.
That is the right angle for this game. The user does not need to be sold on cute characters or casual fun. They need to believe the mobile version can deliver real Diablo combat, meaningful loot, and enough endgame depth to be worth their time.
Live Ops Keep The Core Audience Spending
Blizzard says Diablo Immortal gets updates every two weeks, and that cadence matters. New classes, new events, crossover content, Phantom Market offers, Battle Pass seasons, and recurring limited-time activities give the game fresh hooks for reactivation.
The 2026 Druid update and DOOM crossover show the current playbook clearly: keep the RPG core active, create recognizable beats for returning players, and give spenders new reasons to engage.
The Game Is In High-Value Mature Growth
Based on AppMagic data, Diablo Immortal is no longer a launch-growth game. Downloads and MAU are far below peak, but revenue is still meaningful because the remaining audience is valuable. This is mature RPG monetization, not broad casual growth.
For games at this stage, the smartest UA work is not just buying more installs. It is finding high-intent RPG users, separating new-player campaigns from reactivation campaigns, and building creative around updates that actually change player motivation. For studios that need help with that, Udonis supports mobile game growth through paid social strategy, creative testing, and user acquisition planning.
Data source: AppMagic, Blizzard, BusinessWire, MobileGamer, Google Play, App Store, and Similarweb.
References
- AppMagic. 2026. Diablo Immortal downloads, revenue, active users, engagement, retention, and monetization data.
- Blizzard. 2026. Diablo Immortal Official Website.
- Blizzard News. 2022. Diablo Immortal: A New Plane Of Hell Opens For Mobile And PC On June 2.
- Google Play. 2026. Diablo Immortal.
- Apple App Store. 2026. Diablo Immortal.
- Battle.net. 2026. Eternal Orbs: Diablo Immortal.
- Similarweb. 2026. diabloimmortal.blizzard.com Traffic Analytics, Ranking & Audience.
- Similarweb. 2026. battle.net Traffic Analytics, Ranking & Audience.
- BusinessWire. 2022. Diablo Immortal Unleashes Hell On Mobile And PC On June 2.
- MobileGamer.biz. 2022. Blizzard Earned $49M From Diablo Immortal’s First Month, With 10M Downloads To Date.
- MobileGamer.biz. 2022. Diablo Immortal Has Now Earned Blizzard And NetEase $300M.
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