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Candy Crush Saga’s current daily revenue is not reliably disclosed. The often-repeated $922,968 per day figure is a Think Gaming estimate reported by TIME in 2015, and it covered Apple App Store sales only. It was not an audited global total, and it should not be presented as Candy Crush’s 2026 earnings.
Company filings and later reporting confirm that the Candy Crush franchise has generated enormous lifetime revenue, but they do not provide a current, game-specific daily rate. The defensible answer is therefore a range of evidence: one dated platform estimate, official franchise-level disclosures, and audience statistics that describe engagement rather than income.
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What is the best-supported answer to “How much money does Candy Crush make a day?”
No reliable current daily revenue figure is established by the available evidence. The only specific daily number widely cited is $922,968, an average estimate for Apple’s App Store in 2015. It is historical, platform-limited and based on third-party app data, not a current disclosure from King or its corporate parent.
| Figure | What it represents | Date and scope | What it does not establish |
|---|---|---|---|
| $922,968 per day | Think Gaming average estimate, as reported by TIME | 2015; Apple App Store sales only | Current global revenue, Android revenue, advertising income or publisher profit |
| More than $1 billion lifetime | Threshold used by Microsoft for franchises in its FY2024 annual report | FY2024; franchise-level context | An exact Candy Crush Saga total or daily rate |
| More than €20 billion lifetime | Figure reported by EL PAÍS from an interview with King president Todd Green | Published November 20, 2025; Candy Crush Saga lifetime context | Average daily revenue today |
| More than 5 billion downloads | Lifetime download milestone reported in the same EL PAÍS interview | Reported in 2025 | Purchases, revenue or active users |
Prices checked November 2026.
Those figures answer different questions. A daily estimate measures a particular period and storefront; a lifetime figure accumulates many years and markets; a download count measures distribution, not spending.
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Where did the $922,968-per-day number come from?
TIME’s June 11, 2015 article attributed the number to Think Gaming, an app-data service that estimated Candy Crush Saga’s average daily sales at $922,968. The article specifically described Apple App Store sales. That wording matters: “average” indicates a modeled estimate over the service’s measurement period, not a cash report from the game’s publisher.
The same report said the estimate did not count Google Play, Amazon Appstore or Windows Phone Store sales. It therefore cannot be read as Candy Crush Saga’s total across mobile platforms, much less as King’s net revenue after store fees, taxes, refunds and other accounting adjustments. The source also dates the estimate to 2015, when the game’s market, player base and monetization mix were different from those in later years.
A useful way to quote it is: “Think Gaming estimated Candy Crush Saga at $922,968 a day on Apple’s App Store in 2015, according to TIME.” Adding “in 2015” and “Apple App Store only” prevents the number from being mistaken for a present-day global result.
Does the estimate include Android or advertising?
No. The cited estimate is limited to Apple App Store sales and explicitly excludes other listed storefronts. It also should not be assumed to include mobile advertising, because the source describes app-store sales rather than a consolidated income statement.
Candy Crush is a free-to-play mobile game. A complete economic picture can include player purchases made through more than one store plus advertising sold inside the game. A single storefront estimate captures only one slice of that activity. Store rankings or an old app-intelligence estimate cannot reveal the full mix without matching data for every platform and revenue stream.
What do official company reports reveal?
Activision Blizzard’s 2022 Form 10-K explains that King primarily generated revenue through in-game sales and mobile advertising. It also says the increase in King segment revenue was driven by in-game player purchases in the Candy Crush franchise. This is authoritative evidence about the business model and a segment-level driver, but it does not isolate Candy Crush Saga’s revenue for one day.
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Microsoft’s FY2024 annual report places Candy Crush among franchises that had generated more than $1 billion in lifetime revenue. “More than $1 billion” is a threshold used to identify major franchises, not an exact total. The report does not convert that lifetime amount into a current daily figure.
The corporate disclosures use broader reporting categories because public companies generally discuss material business segments and franchises rather than publishing a daily register for an individual mobile title. Consequently, official filings can confirm scale and monetization without supplying the number requested in the headline.
What does the 2025 lifetime-revenue report add?
In a November 20, 2025 interview, EL PAÍS reported that Candy Crush Saga had surpassed 5 billion downloads and generated more than €20 billion in lifetime revenue. King president Todd Green described the long-term goal this way: “El éxito para nosotros es que los jugadores quieran jugar durante años, no que prueben un título y lo olviden” (“Success for us is that players want to play for years, not try a title and forget about it”).
The €20 billion figure is useful context for the franchise’s cumulative scale. It is not a daily run rate. It covers a long, uneven period that includes launches, expansions, changes in player behavior, regional differences, currency movements and different platform mixes. The report does not provide a year-by-year series that would support a current daily calculation.
Can you divide €20 billion by the number of days since launch?
You can perform that arithmetic, but the result would be a historical lifetime average, not Candy Crush’s current daily revenue. To calculate even a meaningful lifetime average, you would need a precisely defined start date, a consistent currency basis and a clear statement about whether the total means consumer spending, recognized revenue or another measure.
Revenue is rarely uniform over a game’s life. Launch periods, major updates, holidays, advertising campaigns, changes in store availability and the growth or decline of the active audience can all alter daily results. A lifetime total also does not tell you how much of the money was retained by the publisher after app-store commissions, refunds, taxes, marketing and operating costs.
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For those reasons, dividing €20 billion by an assumed number of days and labeling the quotient “Candy Crush makes X per day” creates false precision. The calculation would be mathematically valid but economically misleading.
How does Candy Crush generate revenue?
The documented model has two main components: in-game purchases and mobile advertising. Players can access the core free-to-play experience, while optional purchases provide a source of revenue; advertising provides another monetization channel. Activision Blizzard’s filing identifies both streams for King and specifically links Candy Crush franchise growth to player purchases.
These streams behave differently. Purchase revenue depends on the number of paying players, how often they buy and the price mix of available items. Advertising revenue depends on impressions, session volume, geography, ad formats and advertiser demand. A storefront estimate focused on sales will not automatically include advertising, and an advertising audience report will not reveal purchase totals.
Revenue is also not the same as profit. Even a fully reconciled daily revenue number would not show King’s development, customer-support, infrastructure, marketing, payment-processing or other costs. Nor would it show the portion retained by platform operators where purchases are processed.
Do player-engagement statistics show how much the game earns?
No. Microsoft Advertising’s January 2024 Candy Crush Saga player profile, citing Data.ai analysis for the United States through July 26, 2023, reported an average of 28 sessions per week and 4.3 hours of play per week. Those are audience-behavior measures, not revenue measurements.
Engagement can help explain why a free-to-play game is commercially durable: more sessions create more opportunities for optional purchases and ad impressions. But engagement alone does not reveal the payer rate, average spending, ad prices, platform split or geographic mix. Two games with identical session counts can produce very different revenue, while a game with fewer sessions can earn more if its paying audience spends more.
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How should you compare Candy Crush revenue estimates?
Numbers should be compared only after their definitions match. Before treating two estimates as evidence of growth or decline, check the following:
- Measurement date or period: A 2015 estimate cannot be compared directly with a 2025 lifetime report.
- Platform coverage: Determine whether the number covers Apple, Google, alternative stores, web play or all platforms.
- Geography: A United States estimate is not a worldwide total. Regional purchasing power and advertising rates differ.
- Consumer spending versus publisher revenue: Gross in-app spending and recognized company revenue are different measures.
- Revenue stream: Check whether advertising, subscriptions or only in-game purchases are included.
- Method: Separate a modeled third-party estimate from an official corporate disclosure.
- Gross versus net treatment: Verify whether store commissions, taxes, refunds or currency conversion have been deducted.
The cited sources contain no set of comparable, current, game-level daily figures for Candy Crush and other titles. Ranking games by daily revenue would therefore imply a precision the sources do not support.
What would be needed for a defensible current daily figure?
A credible estimate would need a stated measurement window, all relevant platforms, a defined geography and a transparent revenue definition. It would also need to say whether it measures consumer spending or the publisher’s recognized revenue, and whether advertising is included.
Ideally, the estimate would combine platform transaction data with advertising receipts and reconcile those totals to a company filing. If only one storefront or one revenue stream is available, the result should be labeled accordingly instead of extrapolated to the whole franchise. A range with disclosed assumptions would be more honest than a single unsupported point estimate.
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Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What can you responsibly say today?
For a concise answer, say that Candy Crush Saga’s current daily revenue is not publicly established in the cited sources. The familiar $922,968 figure is a Think Gaming estimate from 2015 for Apple App Store sales only, as reported by TIME. Official reporting confirms a large, purchase-driven Candy Crush franchise and a second advertising revenue stream, while Microsoft and EL PAÍS provide lifetime context rather than a current daily rate.
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That wording preserves the useful historical number without turning it into a claim the evidence cannot support. It also explains why a precise answer remains unavailable: the public figures differ in date, scope and measurement.
Bottom line
Candy Crush has generated billions of dollars over its lifetime, but no reliable current daily total is disclosed by the sources reviewed. Treat $922,968 per day as a dated 2015 Apple App Store estimate—not as Candy Crush Saga’s global or current earnings.
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Frequently Asked Questions
Is Candy Crush revenue the same as profit?
No. Revenue is money generated from purchases and advertising before operating costs, marketing, support, infrastructure, taxes and other expenses. A daily revenue estimate cannot show how much King ultimately keeps.
Why can’t app-store rankings reveal exact Candy Crush sales?
Rankings show relative performance, not the value of every transaction or advertising impression. They also do not disclose purchases made on other platforms, refunds, store fees or the publisher’s accounting treatment.
Does the €20 billion lifetime figure mean Candy Crush earns the same amount every day?
No. It is an accumulated total over many years and markets, during which revenue changed with launches, promotions, player behavior and platform mix. Dividing it by elapsed days gives only a rough historical average, not a current run rate.
Are the 28 weekly sessions a measure of what players spend?
No. The 28-session and 4.3-hour figures describe U.S. player engagement through July 26, 2023, based on Data.ai analysis cited by Microsoft Advertising. They do not identify paying players, purchase amounts or advertising revenue.
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