First Fun's game, "Last War: Survival," has set a new record!
According to FoxData, as of February 24, 2025, the cumulative revenue from "Last War" has surpassed $1.6 billion on the Apple App Store and Google Play Store.
Remarkably, this achievement comes less than 18 months since the game's global release.
The primary revenue contributors are the United States, Japan, and South Korea.
Last War: Survival Revenue on the App Store
"Last War: Survival" capitalized on its "misleading ads" concept and integrated it into innovative influencer marketing campaigns and celebrity brand partnerships. Influencers were seen playing math-based mini-games or shooting zombies, which helped drive engagement.
In Q4 of 2024, "Last War: Survival" partnered with actor Antony Starr, known for his role as Homelander in the popular TV series "The Boys," to launch a series of highly successful ads on TikTok and Snapchat. In these ads, Starr stated, "This game is called ‘Last War: Survival.' It's gone viral because the developers turned the fake games from the ads into a real game."
Another key aspect of the success of "Last War: Survival" is the effectiveness of its operational activities.
According to FoxData-ASO Impact Analysis, this is evident from the game's regular and significant revenue peaks, a performance not seen in its closest competitors.
Key points in the operational activities of "Last War: Survival":
The game effectively enhances players' sense of urgency to spend through limited-time currencies, bundles, time-limited shops, and significant discounts during events.
Weekly events (such as Alliance Showdown VS) promote "cooperative competition" and create social pressure to drive spending.
In addition to seasonal and holiday events (like Halloween and Christmas), the game's operational activities leverage cultural hotspots (such as the 2024 Summer Olympics) to engage the player community.
Traditionally, 4X and competitive games with intricate progression systems have concentrated on monetizing "whales"—players who spend a lot. However, as these games draw more diverse audiences, developers have shifted their strategy to target all player segments, including smaller spenders like "minnows" and "dolphins."
The main thrust of this strategy is converting as many gamers as possible into spenders through low-cost initial offers. These offers are designed to deliver substantial value and encourage a habit of frequent, smaller transactions. This approach has been effectively implemented by titles such as "Last War."
"Last War" attracts first-time buyers with offers priced between $1 and $3. These packages often include significant benefits, such as additional construction lines and UR (Ultra Rare) heroes. Such compelling offers are crafted to entice new players into making their first purchase while still enabling them to perceive themselves as non-paying players.
In "Last War," hero acquisition and progression are crucial elements of monetization. Players collect and upgrade heroes through shards, complemented by a generous gacha system intended to heighten excitement. However, the game strategically limits UR heroes within this system, thereby encouraging purchases via in-app purchases (IAPs) where heroes are available earlier than through gacha.
The monetization strategy heavily incorporates premium passes, typically offering certain hero shards and unlocking additional purchase options for players, which strengthens regular investment.
Developers have gradually shifted focus from relying on gacha mechanics to selling heroes directly through IAPs. This pivot helps cater to a broader player segment, tapping into a preference for offers that guarantee specific outcomes over the probabilistic nature of gacha pulls.
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