Mobile Gaming Revenue Hits New Highs in Southeast Asia

New data reveals a shift in global mobile gaming spending, with Southeast Asia emerging as a critical growth engine despite slower-than-expected long-term projections.
The mobile gaming industry is experiencing a period of significant financial consolidation, with five titles recently clearing the $100 million revenue mark in a single month. This surge indicates a maturing market where established franchises are holding steady against new entrants. However, beneath the surface of these record numbers, a more complex narrative is emerging regarding player retention and regional growth trajectories.
While global revenue figures appear robust, analysts from Niko Partners suggest that the pace of expansion in key emerging markets is slowing. The region of Southeast Asia, once projected to reach $7 billion in annual spending by 2028, is now expected to hit that milestone only by 2030. This delay highlights a trade-off between rapid user acquisition and sustainable long-term monetization in one of the world's most densely populated gaming markets.
Revenue leaders maintain dominance
According to data reported by GN technics/gaming, Honor of Kings continues to lead the global revenue charts, earning $152.7 million in August. The title benefits from seasonal events in China, where it has maintained high performance for two consecutive months. Following closely, Gossip Harbor achieved its best month ever with $112.3 million, overtaking Roblox, which slipped to fifth place despite earning over $100 million.
The stability of these top earners contrasts with the struggles of other major titles. Last War: Survival has seen its monthly revenue drop by more than half since February, while Pokémon GO experienced a sharp decline after its anniversary festivities. This volatility suggests that while the top of the market is secure, the middle tier faces increasing pressure to innovate to retain player spending.
Southeast Asia faces slower growth
Niko Partners recently updated its market model for Southeast Asia, covering six key countries including Indonesia and Vietnam. While the region generated $5.63 billion in 2025, exceeding previous forecasts, the longer-term outlook has been revised downward. Analysts now project that the market will only reach the $7 billion threshold in 2030, a two-year delay from earlier estimates.
Indonesia remains the largest market by player count, with over 126 million gamers, but it contributes disproportionately less to total revenue. This disparity indicates that while user numbers are growing to over 300 million across the region in 2026, the average spending per user is not rising at the same rate. For developers, this means that simply acquiring users in Southeast Asia is no longer a guarantee of high revenue returns.
Download trends shift to new releases
In terms of new installations, Roblox remains the leader with nearly 22 million downloads, but the landscape is changing. A new open-world title from Tencent, Codename Crime-Vice, debuted strongly with over 12 million downloads, primarily driven by demand in India. Conversely, several puzzle and casual titles that previously dominated the charts are seeing significant drops in download numbers, suggesting a shift in player preference toward more complex or narrative-driven experiences.






