Every Wednesday we break down the latest data, research and financial results into digestible chunks.
Read on for the numbers you need to know about without the fluff.
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Scopely tops Q3 US publisher revenue chart with $507m

Despite revenue falling 2% from Q2, Scopely easily remained the biggest mobile game publisher by US revenue in Q3. According to Sensor Tower, the Monopoly Go maker earned $507m from in-app purchase, ad and web store income combined in Q3.
Century Games climbed one place to second with $280m, while Niantic returned to the top 10 in seventh, up nine places, as its revenue rose 106% to $189m.
Sensor Tower said Pokémon Go roughly doubled its US net IAP revenue between Q2 and Q3 thanks to its 10th anniversary programming, but added that summer seasonality also played a part.
Microfun was eighth with $186m (+8%), with growth coming almost entirely from Gossip Harbor.
On downloads, Century Games (+41%), Light & Wonder (+35%), Playrix (+26%), Microfun (+23%) and King (+11%) all grew US installs, which Sensor Tower attributes largely to paid display ads.
Block Blast tops hypercasual downloads with 47m in Q3

Block Blast’s 47m downloads made it the top hypercasual game worldwide in Q3, ahead of Arrow Puzzle on 42m and Meowdoku on 32m, according to AppMagic estimates.
None of the top 10 launched in Q3, but three 2026 releases made the list: Meowdoku, Amaze Go and Bus Traffic Fever.
AppMagic says block puzzle games account for five of the 10, three of them arrow puzzles. Learnings / Oakever Games leads the publisher count with three titles, followed by Miniclip with two.
Sales down but profits up for Mag in Q4

Swedish word game developer Mag Interactive’s net sales fell 4% to $26.6m (264 MSEK) for the year, with the quarter ending in August down 17% to $6.4m (64 MSEK).
In its interim and year-end report, the company said lower user acquisition spending reduced revenue but helped generate an operating profit, with UA investment in the quarter falling to $1.3m (13 MSEK) from $3.5m (34 MSEK) a year earlier. Full-year EBITDA rose 26% to $6.3m (63 MSEK), giving a 24% margin up from 18% last year.
Average revenue per daily active user (ARPDAU) for the year rose 21% to 9.0 US cents, the highest in the company’s history, which Mag put down to a better live operations experience across several of its games. It also had six new games in testing during the quarter, two trivia titles and four word games.
UFL passes 10m mobile downloads

EA FC contender UFL has reached 10m mobile downloads across iOS and Android, according to a LinkedIn post from developer Strikerz. UFL entered the second stage of its soft launch with global access on May 22.
Controller support is now available, and the 4v4 mode, originally introduced as a limited-time event, has become a permanent part of the game following positive community feedback.
Royal Smash tops ‘cannonball physics’ chart with $6.7m

Royal Smash has overtaken Smash Fest on revenue, with AppMagic estimates putting its lifetime IAP revenue at $6.7m against $6.4m for the original.
Smash Fest still leads on downloads with 25.2m to Royal Smash’s 18.3m, and was the world’s fourth most-downloaded game during the week of July 13–19. Tripledot Studios’ Stack Smash and Angry Smash also made the top 10 by revenue.
AppMagic counts more than 80 physics puzzle games using the word smash in their title or description.
CrazyGames hits 60m monthly active users

Web games platform CrazyGames says it now has 60m monthly active users and has recorded 3bn ‘gameplays’ in 2026 alone, according to its latest announcement. The company said it plans to expand revenue streams for the games on its platform soon.



