Monthly, since December 2022
Epic Seven revenue
Epic Seven made an estimated $1.8M on mobile in August 2026 across Global and China, up 6% on July. Its best month on record is July 2024 at $8.9M.
Monthly revenue
August 2026$1.8M40K downloads
$2.5M
$5M
$7.5M
$10M
2023202420252026
China is tracked from January 2024, so earlier months leave it out.
At a glance
- August 2026
- $1.8M▲ 5.9% vs July
- Last 12 months
- $23.2M
- Best month
- $8.9M July 2024
- Total since December 2022
- $145M
- Downloads in August 2026
- 40K
Every month by region
45 months| Month | Global | China | Total | Change |
|---|---|---|---|---|
| August 2026 | $1.7M | $83K | $1.8M | +6% |
| July 2026 | $1.6M | $83K | $1.7M | -45% |
| June 2026 | $3.0M | $55K | $3.1M | +125% |
| May 2026 | $1.3M | $55K | $1.4M | -32% |
| April 2026 | $1.9M | $83K | $2.0M | +43% |
| March 2026 | $1.3M | $83K | $1.4M | -16% |
| February 2026 | $1.5M | $138K | $1.6M | +13% |
| January 2026 | $1.4M | $55K | $1.5M | +5% |
| December 2025 | $1.3M | $83K | $1.4M | +20% |
| November 2025 | $1.1M | $55K | $1.2M | -63% |
| October 2025 | $3.0M | $110K | $3.1M | -3% |
| September 2025 | $3.0M | $193K | $3.2M | +53% |
| August 2025 | $2.0M | $83K | $2.1M | -35% |
| July 2025 | $3.0M | $220K | $3.2M | +108% |
| June 2025 | $1.3M | $248K | $1.5M | -53% |
| May 2025 | $3.0M | $275K | $3.3M | 0% |
| April 2025 | $3.0M | $275K | $3.3M | +128% |
| March 2025 | $1.3M | $138K | $1.4M | -14% |
| February 2025 | $1.5M | $165K | $1.7M | -29% |
| January 2025 | $1.8M | $550K | $2.4M | -26% |
| December 2024 | $3.0M | $193K | $3.2M | +62% |
| November 2024 | $1.7M | $275K | $2.0M | -59% |
| October 2024 | $4.0M | $825K | $4.8M | -26% |
| September 2024 | $6.0M | $550K | $6.5M | +85% |
| August 2024 | $3.0M | $550K | $3.5M | -60% |
| July 2024 | $7.0M | $1.9M | $8.9M | +96% |
| June 2024 | $2.9M | $1.6M | $4.5M | +11% |
| May 2024 | $3.0M | $1.1M | $4.1M | -20% |
| April 2024 | $4.0M | $1.1M | $5.1M | +17% |
| March 2024 | $3.0M | $1.4M | $4.4M | +7% |
| February 2024 | $3.0M | $1.1M | $4.1M | +41% |
| January 2024 | $1.8M | $1.1M | $2.9M | -3% |
| December 2023 | $3.0M | - | $3.0M | 0% |
| November 2023 | $3.0M | - | $3.0M | 0% |
| October 2023 | $3.0M | - | $3.0M | -40% |
| September 2023 | $5.0M | - | $5.0M | 0% |
| August 2023 | $5.0M | - | $5.0M | 0% |
| July 2023 | $5.0M | - | $5.0M | +67% |
| June 2023 | $3.0M | - | $3.0M | -25% |
| May 2023 | $4.0M | - | $4.0M | +33% |
| April 2023 | $3.0M | - | $3.0M | -25% |
| March 2023 | $4.0M | - | $4.0M | 0% |
| February 2023 | $4.0M | - | $4.0M | +33% |
| January 2023 | $3.0M | - | $3.0M | -25% |
| December 2022 | $4.0M | - | $4.0M | - |
How these numbers work
These are estimates of what players spent in the App Store and Google Play, in US dollars and before the stores take their cut. Spending on PC, console and the publisher's own web shop isn't in them, so for games that sell a lot outside mobile the real figure is higher.
China has no Google Play. Android spending there goes through dozens of local stores that don't publish numbers, so the China figure is the App Store estimate plus Android at 1.75 times that.



