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Wuthering Waves Revenue & Player Count Stats [2026]

Wuthering Waves Revenue & Player Count Stats [2026]

by Andrea Knezovic

Wuthering Waves arrived as one of the few gacha titles built to seriously challenge Genshin Impact, and two years in it has carved out a stable, profitable spot in the open-world RPG space. Here is what the data says about its players, downloads, and revenue heading into 2026.

Key Stats for 2026

All-Time Downloads30.5 Million
All-Time Revenue$445.7 Million
Average Daily Players1.1 Million
Average Monthly Players4.9 Million
ARPDAU$0.55

Data source: AppMagic.

Is Wuthering Waves Still Popular in 2026?

Yes, Wuthering Waves is still very much alive. The launch month spike in May 2024 was always going to be impossible to repeat, and downloads have settled well below that peak. But the more telling number is the player base: monthly active users are higher now than they were a year ago, which is rare for a gacha game in its third year. Revenue is also holding, propped up by big collaboration patches that pull spenders back in waves. The game is past its explosive growth phase, but it is far from fading.

MetricPeakCurrentChange
Monthly Downloads7.3M1.3M-81.6%
Monthly Revenue$42M$23M-44.3%
MAU (M)9.06.3-30.0%

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

Game Overview

PublisherKuro Games
Release DateMay 22, 2024 (global mobile)
GenreOpen-world action RPG (gacha)

Data source: Kuro Games and Wikipedia.

How Many People Play Wuthering Waves?

Wuthering Waves sits among the most played mobile games in the open-world RPG category, with DAU around 1.4 million and MAU above 6 million in its latest complete month.

Wuthering Waves Player Count Stats

MonthDAU (M)MAU (M)
May 20261.46.3
Apr 20261.25.4
Mar 20261.35.9
Feb 20261.36.2
Jan 20261.35.8
Dec 20251.35.7
Nov 20251.25.3
Oct 20251.25.4
Sep 20251.25.5
Aug 20251.14.9
Jul 20251.14.9
Jun 20251.15.0
May 20251.04.7
Apr 20250.94.2
Mar 20250.83.6
Feb 20250.83.6
Jan 20250.83.4
Dec 20240.83.3
Nov 20240.83.7
Oct 20240.83.6
Sep 20240.73.3
Aug 20240.83.6
Jul 20240.94.3
Jun 20241.69.0
May 20241.96.6

Data source: AppMagic.

How Many Downloads Does Wuthering Waves Have?

Wuthering Waves has pulled in 30.5 million lifetime downloads, which keeps it firmly in conversation with the most downloaded games in the gacha RPG space. Install volume peaked at launch and has since flattened into a steady baseline, with collab patches giving it periodic bumps.

PeriodDownloads
All-Time Downloads30.5M
2026 YTD5.1M
202510.4M
202414.1M

Data source: AppMagic.

How Much Money Does Wuthering Waves Make?

Wuthering Waves has generated $445.7 million in lifetime revenue, with $203.8 million coming in 2025, its first full year on the market. That puts it comfortably in the upper tier of mobile gacha earners without ever reaching Genshin or Honkai scale.

Wuthering Waves Revenue Statistics (2024 – 2026)

PeriodRevenue
All-Time Revenue$446M
2026 YTD$94M
2025$204M
2024$125M

Data source: AppMagic. Revenue reflects in-app purchase (IAP) revenue, net of platform fees and inclusive of taxes.

How Wuthering Waves Makes Money

Gacha Convenes Drive Almost Everything

Wuthering Waves runs on a standard monetization model for the genre: limited-time character and weapon banners called Convenes. Players spend premium currency to pull for 5-star Resonators, and a pity system guarantees a 5-star within a set number of pulls. This is the engine. The overwhelming majority of revenue comes from players chasing new limited characters and their signature weapons.

Whales and Committed Spenders Carry the Top Line

Like every game on the top-grossing games charts, Wuthering Waves leans heavily on a small slice of high spenders. The weapon banner is the real whale magnet, since signature weapons are expensive to guarantee and offer no free path. Dolphins fill in the middle, pulling for one or two favorite characters per patch.

Revenue Is Patch-Driven, Not Steady

The monthly revenue swings tell the story. Strong months align with high-demand banners and major collaborations, and quiet months drop sharply when the banner lineup is weak. February 2026 and the June 2026 Cyberpunk collab both produced clear spikes. There is no battle pass dependency or ad revenue here; the game lives and dies by how appealing each character banner is.

Monetization Efficiency

Revenue per Download$14.59
Revenue per MAU$90.46
DAU/MAU Ratio22.5%

Data source: AppMagic.

Monetization efficiency here is strong. A revenue per download near $15 is excellent for a free-to-play title, and it shows the gacha model converting a meaningful share of installs into payers. The 22.5% DAU/MAU ratio is healthy for an open-world RPG, where players dip in around patch cycles rather than daily.

Player Demographics

Wuthering Waves attracts a young, male-skewed audience, which is typical for combat-focused gacha gamers and consistent with the game’s heavy emphasis on action mechanics and character collection.

Gender split74% male, 26% female
Largest age group18 to 24
Top countriesUS, Japan, South Korea, Taiwan, Russia

Data source: Similarweb.

Note: this reflects website audience and traffic data for the official Wuthering Waves site, not direct in-game player data, so treat it as a directional signal for the broader audience rather than an exact player breakdown.

User Acquisition Snapshot

Growth Runs on IP Collaborations, Not Paid Spray

Wuthering Waves does not behave like a game grinding for installs through broad paid user acquisition. Its growth pattern is event-driven. The biggest install and revenue spikes line up cleanly with major content drops, and the clearest example is the Cyberpunk: Edgerunners collaboration in Version 3.4, which pushed the game’s Steam version to an all-time concurrent player record in June 2026.

The strategy is clear: use high-profile IP and standout character releases to manufacture demand spikes, then let organic interest and creator coverage do the amplification.

Organic Demand and Community Carry the Base

Between patches, the game leans on a deeply engaged community. Traffic to official channels is dominated by organic search and direct visits, not paid referrals, which tells you the audience seeks the game out rather than being chased down by ads. Theorycrafting sites, build guides, and tier-list ecosystems keep the game in front of players continuously.

This is a game with strong brand pull in its niche. Kuro Games built credibility with Punishing: Gray Raven before this, and that goodwill shows up in how players treat each new banner as an event.

Creative Angles Lean on Characters and Spectacle

The marketing emphasis is on character design, combat spectacle, and crossover hype. Trailers showcase new Resonators, flashy combat animations, and cinematic story moments. The Cyberpunk collab leaned hard on the appeal of playable Lucy and Rebecca plus a Night City themed zone, which is exactly the kind of fan-service angle that converts curious onlookers into installs.

Urgency is baked in through limited-time banners and free-character giveaways, like the free Rebecca during the collab, a smart hook to reactivate lapsed players and onboard newcomers in the same window.

Where the Game Sits in Its Lifecycle

Wuthering Waves is in mature growth mode. It is past launch volatility, MAU is climbing year over year, and the revenue engine is stable but reliant on tentpole events. Current performance is driven less by raw new-user acquisition and more by reactivating and monetizing an existing, loyal base around big patches.

For studios trying to build this kind of durable, event-driven growth loop, the hard part is the creative and the timing, not just the media buy. This is where a specialized partner helps. At Udonis, we help mobile game studios sharpen user acquisition through paid social, creative testing, and growth strategy built around the moments that actually move installs.

Explore More Game Statistics

Honkai: Star Rail
Fate/Grand Order
Dragon Ball Legends
RAID: Shadow Legends
Diablo Immortal
Marvel Strike Force
Cookie Run: Kingdom

 References

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