Arknights: Endfield Makes Over $30 Million

Arknights: Endfield Makes Over $30 Million

Arknights: Endfield earns $30.5m in two weeks on mobile after its global launch, with Japan and China leading player spending.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

Updated Feb 8, 2026

Arknights: Endfield Makes Over $30 Million
 

Arknights: Endfield is off to a strong commercial start. Gryphline’s new action RPG gacha title has generated more than $30 million in mobile player spending within two weeks of its global release, signaling solid early traction for the expanding Arknights franchise across mobile and console platforms.

Released worldwide on January 22, Arknights: Endfield represents a shift from the original tower defense format into a more traditional action RPG structure, while maintaining the gacha-based monetization model the series is known for.

Early Revenue Shows Strong Launch Momentum

According to AppMagic estimates, Arknights: Endfield has earned approximately $30.5 million across the App Store and Google Play since launch. The total reflects mobile-only revenue, meaning overall earnings are likely higher once spending on PC, PlayStation 5, and the game’s official web shop are factored in.

A small portion of that revenue includes estimated spending from January 21, a day before the official release, when some players in Western regions reportedly accessed the game early and made purchases ahead of launch.

On day one, Arknights: Endfield generated around $2.5 million in mobile player spending. Revenue increased quickly, peaking on January 23 at roughly $4.2 million, which remains the game’s highest daily total so far. Since then, daily earnings have declined steadily, reaching about $1.1 million on February 4.

While a decline may look concerning on paper, this behavior is typical for gacha-driven games. Launch windows and banner releases usually drive short-term spikes, followed by quieter periods until the next content update encourages players to spend again.

How Endfield Fits the Gacha Revenue Cycle

Gacha games tend to operate on a rhythm built around limited-time characters, weapons, and events. Titles like Genshin Impact, Love and Deepspace, and Pokémon TCG Pocket regularly see revenue surge when new banners go live and soften between updates.

Arknights: Endfield’s early performance follows a similar pattern. The post-launch drop does not necessarily indicate shrinking interest, but rather reflects the natural spending behavior of players who engage most heavily during release events. Future revenue movement will likely depend on the pace and appeal of upcoming content drops.

For Gryphline, maintaining consistent update schedules and desirable gacha banners will be key to turning the strong opening into sustained performance over the coming months.

Asia Leads Spending as the US Gains Ground

The majority of Arknights: Endfield’s mobile revenue has come from Asia. Japan currently leads with about 35% of total spending, followed closely by China at roughly 33%. Together, those two regions account for more than two-thirds of the game’s global mobile earnings.

The United States has established itself as the third-largest market at around 10% of total spend, with South Korea close behind at approximately 9%.

This regional breakdown closely mirrors the original Arknights, which launched in 2019 and has generated an estimated $1.7 billion in lifetime revenue. China, Japan, and the US remain the franchise’s most reliable markets, suggesting Endfield is successfully building on the series’ existing player base while continuing to grow in Western territories.

Multi-Platform Strategy Likely Pushes Total Revenue Higher

The reported $30.5 million figure only covers mobile storefronts. Arknights: Endfield is also available on PC and PlayStation 5, and Gryphline operates a direct online web shop for purchases outside of Apple and Google’s ecosystems.

Because third-party trackers do not capture those transactions, total player spending across all platforms is likely higher than the mobile estimate suggests. Direct purchases also allow publishers to reduce platform fees and cater to higher-spending users who prefer account-based storefronts over in-app payments.

This cross-platform structure gives Arknights: Endfield room to grow beyond traditional mobile monetization while keeping the gacha model intact.

Launch Payment Issues and PayPal Suspension

Not everything went smoothly at launch. Some players reported PayPal payment errors on release day, with transactions allegedly charging incorrect accounts or processing unexpected amounts across multiple currencies.

In response, Gryphline temporarily disabled PayPal as a payment option while the issue is investigated and resolved. While the situation did not appear to significantly disrupt early revenue performance, payment reliability remains critical for live-service games built around frequent microtransactions.

Ensuring smooth storefront operations will be especially important as Endfield continues to roll out new banners and time-limited offers.

What the First Two Weeks Say About Endfield’s Future

With more than $30 million in mobile revenue in its first two weeks, Arknights: Endfield has delivered a solid opening for a competitive gacha RPG market. Its early peak, regional performance, and revenue decline curve are consistent with genre norms rather than warning signs.

How the game performs long term will depend on Gryphline’s ability to deliver appealing content updates, maintain stable payment systems, and keep both Asian and Western audiences engaged across platforms. For now, Endfield’s opening numbers suggest the Arknights franchise still carries significant commercial weight as it evolves into new formats.

Source: PocketGamer

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Frequently Asked Questions (FAQs)

How much money has Arknights: Endfield made so far?
Arknights: Endfield has generated about $30.5 million in mobile player spending within two weeks of its global launch, based on App Store and Google Play estimates.

When did Arknights: Endfield launch globally?
The game launched worldwide on January 22.

Does the $30 million figure include PC and PS5 sales?
No. The reported number only covers mobile storefronts. Revenue from PC, PlayStation 5, and the official online web shop is not included and likely pushes total earnings higher.

Which countries spend the most on Arknights: Endfield?
Japan leads with around 35% of total mobile spending, followed by China at 33%, the United States at 10%, and South Korea at 9%.

Why did revenue drop after launch week?
Gacha games typically peak during launch and banner events, then decline until new content is released. This pattern is common across the genre and does not necessarily reflect falling player interest.

What happened with PayPal payments at launch?
Some users reported PayPal transaction errors, including incorrect charges. Gryphline temporarily disabled PayPal while addressing the issue.

Is Arknights: Endfield part of web3 gaming?
No. Arknights: Endfield operates as a traditional cross-platform gacha RPG and does not use web3 or blockchain-based systems.

Educational, Reports

updated

February 8th 2026

posted

February 8th 2026