Monthly, since April 2025
Trickal RE:VIVE revenue
Trickal RE:VIVE made an estimated $3.0M on mobile in August 2026 across Korea, Global and China, down 3% on July. Its best month on record is October 2025 at $6.3M.
Monthly revenue
August 2026$3.0M30K downloads
$2M
$4M
$6M
$8M
20252026
Global is tracked from October 2025 and China is tracked from December 2025, so earlier months leave them out.
At a glance
- August 2026
- $3.0M▼ 3.3% vs July
- Last 12 months
- $45.1M
- Best month
- $6.3M October 2025
- Total since April 2025
- $51.1M
- Downloads in August 2026
- 30K
Every month by region
17 months| Month | Korea | Global | China | Total | Change |
|---|---|---|---|---|---|
| August 2026 | $900K | $2.0M | $55K | $3.0M | -3% |
| July 2026 | $1.0M | $2.0M | $55K | $3.1M | -41% |
| June 2026 | $1.1M | $4.0M | $83K | $5.2M | +69% |
| May 2026 | $990K | $2.0M | $83K | $3.1M | -26% |
| April 2026 | $2.0M | $2.0M | $138K | $4.1M | -3% |
| March 2026 | $2.0M | $2.0M | $248K | $4.3M | +23% |
| February 2026 | $1.2M | $2.0M | $275K | $3.5M | -28% |
| January 2026 | $2.3M | $2.0M | $550K | $4.8M | +25% |
| December 2025 | $1.0M | $1.5M | $1.4M | $3.9M | +50% |
| November 2025 | $1.0M | $1.6M | - | $2.6M | -59% |
| October 2025 | $3.3M | $3.0M | - | $6.3M | +385% |
| September 2025 | $1.3M | - | - | $1.3M | +18% |
| August 2025 | $1.1M | - | - | $1.1M | +10% |
| July 2025 | $1.0M | - | - | $1.0M | -23% |
| June 2025 | $1.3M | - | - | $1.3M | +8% |
| May 2025 | $1.2M | - | - | $1.2M | -14% |
| April 2025 | $1.4M | - | - | $1.4M | - |
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.



