Clash of Critters earns $45.6m for Lilith Games
Lilith Games' new title Clash of Critters has generated $45.6 million in player spending across four months, with a record $19.1 million in its fourth

Lilith Games' new mobile game Clash of Critters has generated $45.6 million in gross player spending in its first four months. According to estimates from AppMagic, the title's revenue hit a new record of $19.1 million in its fourth month alone.
This marks a successful new intellectual property for Lilith Games, the developer behind established franchises like AFK Arena and Rise of Kingdoms. The game blends tower defence, idle progression, and creature collection, featuring over 100 creatures called Tataris with various elements, stats, and evolutions.
Revenue performance and store split
AppMagic data shows a dramatic revenue increase. The game's fourth-month total of $19.1 million accounted for 42% of all earnings since its release and nearly doubled the previous record of $10.5 million set in month three. Over the four-month period, spending on Apple's App Store outpaced Google Play, with approximately $27.1 million compared to $18.4 million.
The figures do not include additional earnings from sources like the game's web shop or advertising revenue. The game sells its premium currency, Ignis Gems, in bundles. Prices in the source report are listed in British pounds.
| Bundle Price Range (GBP) |
|---|
| £1.99 |
| £999.99 |
Discounts and extra gems are offered for purchases made via the web shop, which may incentivize players to spend outside the traditional app storefronts.
Global rollout and key markets
Clash of Critters had its global release on May 21st, 2026, though this launch was focused predominantly on Western markets and excluded much of Asia. The United States is the game's largest market, contributing 33% of its lifetime player spending.
Revenue dipped slightly from an $8 million first month to $7.9 million in the second before surging. The third-month resurgence coincided with the game's official launch in Japan on July 30th.
Japanese spending exploded from less than $1,000 on its first day to surpassing $100,000 daily by August 5th. It peaked at $166,000 on September 10th. In under two months, Japan has become the game's second-largest market, responsible for 14% of total earnings.
Recent growth from China
China currently ranks as the third-largest spender, accounting for 8% of lifetime revenue despite data collection only beginning earlier this month. Spending from Chinese players contributed significantly to the fourth month's growth, providing $3.6 million or 19% of global spending for that period.
This growth helped propel Clash of Critters up the top-grossing charts, moving from 87th place in August to 40th in September, though its final September placement was still pending at the time of the report.
The game has not yet broken the $1 million mark in worldwide daily player spending. However, it came close in its fourth month, generating a record $901,000 on September 12th.





