Top tower defence games in 2025, china versus western markets

Mobile Tower Defense Games Market Analysis (2025)

Introduction

Tower defense (TD) games remain a vibrant subgenre in mobile gaming as of 2025, evolving from simple single-player experiences into complex, hybrid titles with global appeal. This report examines the top 20 mobile tower defense games on iOS and Android in 2025, analyzing what makes them successful. We provide an overview of each top game’s core attributes – including design, unique gameplay elements, monetization strategies, user acquisition (UA) approaches, regional focus (with a special look at China vs. the rest of the world), retention trends, and recent updates. We then highlight common success factors and key differences between Chinese and Western titles, and discuss which games achieve high revenue with relatively low downloads, which excel at retaining players in Tier-1 Western markets (US/EU), and which concepts could be executed by a small team (≈8 people) yet still perform strongly.

Overview of Top Tower Defense Games in 2025

The table below summarizes the top-performing tower defense games (and TD hybrids) in 2025, with key details on their gameplay and monetization. These games represent a mix of classic tower defense design and modern hybrids that blend TD with strategy, card, or gacha mechanics. Notably, many of the highest-grossing titles come from Chinese developers and have a strong presence in Asia and globally, while several Western-developed games dominate in North America and Europe.

Game Title
Developer
Core Gameplay & FeaturesMonetization ModelNotable Performance
Whiteout Survival
向僵尸开炮‑尸潮来袭

Century Games (China)
Base-building survival + TD stages; winter apocalypse setting; alliance PvE/PvP events for territoryF2P with heavy IAP (timers, VIP perks, gacha heroes)#1 global revenue March 2025sensortower.com; >$1.02B in 2024​blog.udonis.co; ~455M downloads since 2022​sensortower.com.
Age of Origins (formerly Age of Z)

Camel Games (China)
Base-building strategy with integrated zombie TD battles (players set tower mazes to fend off zombies)F2P with IAP (builders, speed-ups, commanders)~$5.4M weekly revenue peak in mid-2024​sensortower.com; ~$251M in 2024​blog.udonis.co; ~$1.12B lifetime​blog.udonis.co.
Lords Mobile

IGG (Hong Kong/China)
MMO kingdom-builder with tower defense elements (hero tower defense stages and castle siege defense)F2P with heavy IAP (packs, VIP, heroes)$2.44B+ lifetime revenue​blog.udonis.co; consistently high-grossing since 2016; strong in US, Asia, and Europe.
State of Survival

FunPlus (China)
Base-building strategy (zombie theme) featuring TD mini-games and heroes (Walking Dead crossover)F2P with IAP (hero gacha, speed-ups, alliances)$1.69B+ lifetime​blog.udonis.co; top-10 strategy game globally; huge UA campaigns in West (celebrity tie-ins).
Top War: Battle Game

Topwar Studio (China)
Strategy wargame with merge-to-level mechanics and base defense elements against NPC invasionsF2P with IAP (VIP levels, gacha units)Peaked in 2020-21 with ~$300M/year; ~$988M lifetime​blog.udonis.co; large Chinese and global player base.
Arknights
明日方舟

Hypergryph/Yostar (China)
Classical TD with anime-style story & collectible operators (unique characters as “towers”)F2P gacha (character recruitment, cosmetic skins)~$355M revenue in 2024 (est.)​reddit.com; ~$1.1B lifetime​vgsales.fandom.com; top TD in China & Japan, strong cult following in West.
Watcher of Realms

Moonton (China)
3D hero-collector TD RPG; deploy heroes on lanes to stop waves; rich fantasy campaignF2P gacha (hero summons, gear, battle pass)New in 2023; peaked $390K weekly in US Android​sensortower.com ($1.5M/month US); multi-million global downloads with steady revenue.
Kingdom Guard

Tap4Fun (China)
Merge + TD: merge soldiers to upgrade towers; defend a “last egg” in a fantasy war; also features PvP clan battlesF2P with IAP (speed-ups, VIP, hero recruitment)Top 5 Android TD in US 2024​sensortower.com; ~$250K weekly in US Android​sensortower.com; strong mid-core following.
Primal Conquest: Dino Era

37Games (China)
Tribal strategy with TD battles; primal world where players lead a tribe and fight alongside dinosaurs in TD stagesF2P with IAP (packs, heroes)Rising newcomer (launched 2023); ~31K weekly active users in early 2024 US​sensortower.com; steady revenue growth (>$70K/week US)​sensortower.com.
Clash Royale

Supercell (Finland)
PvP tower defense duel; players send units (cards) to destroy opponent’s towers in real-timeF2P with IAP (chest timers, cards leveling)~$3.2B all-time revenue​blog.udonis.co; still among top-grossing strategy games globally; strong in Western & Asian markets (Tencent in China).
Rush Royale

My.Games (Cyprus/Russia)
PvP tower defense with random tower draws (Random Dice-like); co-op and competitive modesF2P with IAP (card gacha, battle pass, PvP perks)$230M revenue in first 3 years​wnhub.io; 63M downloads​wnhub.io; ~1.14M DAU globally​wnhub.io; high US user base (1M+ DAU, top market)​wnhub.io.
Random Dice: Defense

111% / Kakao (South Korea)
Random tower defense (merge dice towers with random effects) in PvP and solo modes; sparked the PvP TD trendF2P with IAP (dice gacha, subscriptions)Breakout hit in 2019–2020 (50M+ downloads); influential design later adopted by Rush Royale; strong retention among competitive players in Asia.
Bloons TD 6

Ninja Kiwi (New Zealand)
Classic TD with extensive content: 50+ maps, numerous tower types & upgrades, co-op modePremium ($5–7) + IAP (heroes, cosmetics)~10M installs via Netflix in 2023​mobilegamer.biz; ~$150–200K weekly on iOS US in 2023​sensortower.com; consistently a top paid app with 45+ updates in 5 years​youtube.com.
Plants vs. Zombies 2

PopCap/EA (USA)
Lane-based defense against zombie waves; dozens of collectible plants; known IP with broad appealF2P with ads & IAP (power-ups, plant unlocks)100M+ downloads on Google Play; strong brand recognition globally; monetization moderate (focused on ad rewards and optional purchases).
Kingdom Rush (Series)

Ironhide (Uruguay)
Classic fantasy TD series; tight level design, humor, and heroic units (no energy systems)Premium apps ($0–5) + IAP for extra heroes70M+ cumulative downloads (est.) across series; critically acclaimed as genre-defining TD; long tail sales on mobile & PC (niche but loyal fanbase).
Realm Defense

Babeltime (USA/China)
Hero-based TD with a campaign and live events; cartoon fantasy style with RPG elementsF2P with IAP (hero unlocks, daily packs)Launched 2017; 10M+ downloads; maintained a dedicated player community via frequent events and new heroes.
Summoner’s Greed

Pixio (Hong Kong)
Idle+TD hybrid; cute graphics where players summon monsters/towers to fend off waves endlesslyF2P with IAP (in-game currency packs) + adsIndie success (10M+ downloads); high engagement from idle mechanics; monetizes via opt-in ads and light IAP – manageable by a small team.
Wild Sky TD

Funovus (USA)
Action TD with countless levels across floating islands; mix of idle RPG progression and traditional TDF2P with IAP (heroes, gear, VIP)5M+ downloads; decent ARPU via depth of content; known for consistent content drops keeping mid-core players invested.
Defense Derby

Krafton/RisingWings (S. Korea)
PvP betting TD; 4 players bid on units and build defenses, last man standing winsF2P with IAP (unit gacha, cosmetics, passes)Launched 2023; innovative gameplay but niche; moderate success in KR; shows small teams can innovate in TD (built with a lean team under Krafton).
Others (Honorable Mentions)Titles like Dungeon Warfare 2, Infinitode 2, and Kingdom Two Crowns: TD (indies) garner niche success.Varies (some premium, some F2P)Show strong retention in their fan niches due to deep mechanics. Small teams (even solo devs) have succeeded here.

Table: Top mobile tower defense games (2025) and their key characteristics. Note the mix of classic TD and hybrid strategy elements. Chinese-developed games (e.g. Whiteout Survival, Age of Origins, Arknights) dominate revenues via aggressive monetization, while Western favorites (e.g. Bloons TD6, Kingdom Rush) emphasize premium design or player-first balance.

Profiles of Top Tower Defense Games (2025)

Below we delve into each of the top games, summarizing what contributes to their success:

  1. Whiteout SurvivalCentury Games (China). A post-apocalyptic base defense game where players must survive a new ice age. Design & Gameplay: Mixes city-building with tower defense stages – players upgrade a furnace city and deploy towers/heroes to defend against frozen zombies. Regular alliance events (e.g. server-wide bosses) keep players engaged. Monetization: Very aggressive – speed-ups, VIP subscriptions, hero gachas, and time-limited event rewards drive spending. Whiteout’s strategy of frequent in-game events paid off: a massive second-anniversary event in March 2025 with collaborative competitions boosted it to the #1 grossing mobile game worldwide that monthsensortower.com. UA & Regional Focus: Century Games invested heavily in UA globally – especially in the U.S., Europe, and Southeast Asia – with flashy ads and social media campaigns. The game’s 455 million downloads since 2022 indicate broad reach​ sensortower.com. Notably, China’s domestic version (if any) would require a license, but the global version achieved success across markets. Retention: Very high for spenders – alliances and PvP keep competitive players logging in daily. Many free players churn after early levels (common in 4X strategy hybrids), but the game’s ARPU is extremely high, yielding over $1.02 billion in 2024 alone ​blog.udonis.co. Recent news: Besides the anniversary, Whiteout Survival’s content updates (e.g. Alliance Triumph features) are frequently cited as catalysts for spikes in player spending ​sensortower.comsensortower.com.
  2. Age of Origins (Age of Z)Camel Games (China). A zombie-themed strategy with a tower defense twist. Design: Players build a city in a zombie apocalypse and also engage in dedicated TD missions where they place turrets to mow down hordes. The blend of long-term base development and short TD mini-games gives a unique flavor. Gameplay Uniqueness: The TD stages feature maze-like path construction, reminiscent of classic PC tower defenses, which appeals to traditional TD fans while the broader war game appeals to 4X strategy fans. Monetization: Strong focus on in-app purchases – builders, resource packs, and special commanders. It’s competitive: to survive in PvP wars, players often spend on troop buffs and technology. Thus, a relatively small active user base yields high revenue. For example, in mid-2024 Age of Origins was earning over $5.4 million per week globally during events ​sensortower.com, summing to about $251 million in 2024 ​blog.udonis.co. UA & Regions: Camel Games aggressively marketed AoO in Western markets (zombie theme resonates in the U.S./EU) and in Asia. The game has a global server structure, fostering international alliances. It may not be officially published in Mainland China (due to gore/zombie theme), which actually pushed the studio to focus on global audiences. Retention: Like Whiteout, it retains spenders through social ties (alliances vs. zombies). Casual players often drop after the campaign, but those who enjoy the TD mini-game plus base building stick around. Recent updates: The game frequently introduces new zombie types and defensive turret tech. It has also added hack-and-slash gameplay segments per marketing materials ​app.sensortower.com, keeping the experience fresh.
  3. Lords MobileIGG (Hong Kong). A long-standing MMO strategy often subtitled “Tower Defense” by the developers, though its core is kingdom building. Design: Primarily a war strategy game, but includes a popular Hero Tower Defense mode (players take a squad of heroes through TD-style levels). Gameplay: The combination of large-scale PvP battles and mini TD puzzles helped it market itself broadly. Monetization: Lords Mobile set the template for heavy monetization: VIP systems, loot box-style hero summoning, paid shields, etc. It has one of the deepest monetization arsenals, leading to over $2.4 billion lifetime revenueblog.udonis.co. UA & Regional Focus: IGG spent massively on UA worldwide – it ran ads on TV and recruited millions of players, especially in the U.S., Europe, and India (even featuring live-action hero ads). It also managed to penetrate China by obtaining a publishing license. Retention: Very strong among guild players – many have been playing for 5+ years, treating it as a hobby. Newcomers churn quickly unless they join guilds. Recent news: Lords Mobile continues to run crossover events (it had a collab with Ubisoft’s Ezio previously) and adds new heroes. It remains a top-grossing strategy game in 2025, though its growth has leveled off as newer titles like Whiteout surpass it.
  4. State of SurvivalFunPlus (China). A modern base-builder with a Walking Dead-style zombie theme, known for its marketing blitz. Design & Gameplay: Build and fortify a settlement, train troops, and go on explorations. It periodically offers Tower Defense mini-games (e.g. defend your gate with turrets), adding gameplay variety. Gameplay Uniqueness: Strong story narrative for a strategy game and frequent crossover events (most famously, The Walking Dead collaboration that introduced Daryl Dixon as a playable hero). These events give it a quasi-IP appeal. Monetization: SoS thrives on hero gacha and upgrade packs. It’s a prime example of a game with high revenue despite relatively modest download ranks – its lifetime revenue is about $1.7 billion ​blog.udonis.co thanks to whales and consistent mid-spenders. UA: FunPlus is known for huge UA budgets; State of Survival’s ads were ubiquitous on YouTube and social media around 2020–2022, often featuring Hollywood actors (e.g. a promo with actor Ken Hudson Campbell as a comical survivor). They targeted the US and Europe heavily, making SoS a rare Chinese-developed game that succeeded predominantly in the West. Retention: Good mid-term retention due to alliance wars and story chapters, though like others, it loses many F2P players early. Recent updates: FunPlus introduced new game modes (some PvE raid bosses, puzzle events) and even teased a movie project given the game’s success. In late 2024, the game celebrated its 5th anniversary with major in-game events and rewards for veterans, bolstering spending.
  5. Top War: Battle GameTopwar Studio (China). A unique merge mechanic strategy game that also brands itself under tower defense (though the TD aspect is light). Design: The core loop is merging identical units to level them up instantly – a very accessible hook. The strategic layer is similar to other war games: capture territories, build a base. Some events involve defending against waves (justifying the “tower defense” label). Gameplay Uniqueness: The merge-to-upgrade is Top War’s standout feature – it streamlined the typical tedious upgrading process. This attracted a more casual strategy crowd. Monetization: Heavy IAP – VIP levels, exclusive mergeable heroes, and many time-limited purchase events. Top War was extremely successful in 2020-2021, reportedly grossing $322M in 2022businessofapps.com and nearing $1B lifetime by 2025blog.udonis.co. UA & Regions: As one of the first big “merge strategy” games, it advertised aggressively worldwide (with pulsing ads demonstrating merging tanks). It gained particular traction in Asia, but also had a strong U.S. presence. Retention: Initially good due to the simple merge mechanic (users kept merging to see progress), but long-term retention relies on joining alliances and engaging in server-vs-server wars. Recent news: Top War’s growth has slowed; Topwar Studio has since launched new titles. However, the game still receives updates – e.g. new unit types and mergeable decorations to engage its established player base.
  6. ArknightsHypergryph/Yostar (China). A tower defense purist at heart, combined with anime gacha presentation. Design: It plays like a classic maze TD – enemies run along paths, and the player deploys “Operators” (anime characters each filling roles like sniper, defender, medic) to stop them. It features deep lore and story between missions (like a JRPG) and high-quality art/music. Gameplay Uniqueness: Arknights redefined mobile TD by introducing character collection and RPG progression into every aspect. Each level has a puzzle-like solution at higher difficulties, engaging hardcore strategists. Monetization: Primarily through character gacha. Players spend to pull limited Operators with unique abilities. There are also cosmetics (skins) that whales collect. Despite a relatively hardcore audience, Arknights monetizes exceptionally: its peak monthly revenue has exceeded $45M globally during big events ​gamefaqs.gamespot.com, and its steady earnings keep it in the top charts (estimated ~$24M in a single month including CN and global)​ gachaguru.com. Lifetime revenue passed $1.1B by late 2024 ​vgsales.fandom.com. Notably, Japan alone contributed over $500M by 2024 for this game ​facebook.com, and China was even larger – indicating high revenue from a relatively small but dedicated fanbase. (Arknights often only sees ~10K downloads per month in the US​ app.sensortower.com, yet earns far more than casual games with 100x the downloads.) UA & Regional Focus: Marketing was targeted at anime and strategy game communities. Yostar ran anime-style ads and collaborated with Rainbow Six: Siege in 2023 to attract Western gamers. The game is huge in China (original server) and Japan, moderately popular in North America/Europe among anime fans. It wasn’t designed for mass-market penetration, so UA spend was modest, relying on word-of-mouth and its strong brand (including an official anime series release in late 2022 that boosted awareness). Retention: Strong event-driven retention – frequent limited-time events, new character banners, and challenging endgame modes keep core players returning. However, casual player retention is weaker since the game becomes quite difficult and time-consuming; many drop off after enjoying the story chapters. Recent news: Arknights celebrated its 4th anniversary in early 2025 with a large in-game event and new chapters. It also expanded its IP: an anime Season 2 aired in late 2023, and a spin-off game (Arknights: Endfield) is in development, indicating the franchise’s scale. The game itself continues to launch innovative mechanics (e.g. a roguelike “Integrated Strategies” mode that became a hit with players).
  7. Watcher of RealmsMoonton (China). A 3D tower defense RPG that launched globally in 2023. Design: It uses a squad of heroes (which the player summons/collects gacha-style) placed on a 3D map to fend off wave attacks. It feels like a fusion of Arknights-style deployment with a richer 3D presentation and a western-fantasy theme (orcs, dragons, etc.). Gameplay: The game has an idle-RPG progression element – heroes continue to generate resources, and there are multiple modes beyond TD levels (dungeons, PvP arena, guild bosses). Monetization: Gacha for heroes and gear, energy refills, and VIP passes. Being from Moonton (of Mobile Legends fame), monetization is tuned for global audiences – generous enough to draw in millions of downloads, but with a steep power curve that encourages spending for top-tier characters. Watcher of Realms saw notable revenue in the West upon launch: in Q2 2024, it earned ~$375K in a single week on Android (US)sensortower.com and sustained ~$100K+ weekly in the US through late 2024​ sensortower.com. Globally, its monthly revenue likely reached a few million USD during launch and it maintained a spot among top TD category earners. UA & Regions: Moonton pushed this game through pre-registration campaigns and content creator sponsorships (targeting RPG and strategy audiences). The fantasy art style was chosen to appeal more to Western markets (contrasting with Arknights’ anime style). It has players worldwide but saw the strongest adoption in North America, Europe, and Southeast Asia. Retention: Moderate. Watcher’s hybrid of idle progression and TD means casual players can enjoy collecting heroes without needing intense strategy, aiding retention. However, as a newer IP without entrenched fandom, its challenge is converting early downloaders into long-term players. Active user counts in the US were ~15K WAU by mid-2024 and growing ​sensortower.com, suggesting a slowly building community. Recent updates: The game regularly adds new heroes and held its first major crossover event in late 2024, which spiked engagement. Moonton is positioning it as a long-term service game akin to Arknights, with story expansions and even talk of transmedia content if it continues to grow.
  8. Kingdom GuardTap4Fun (China). A merge + tower defense game with a fantasy war backdrop. Design: The core gameplay has players place units on towers to stop incoming hordes, but instead of traditional upgrades, you merge two units of the same level to get a higher-level unitmumuplayer.com. This adds a layer of randomness and resource management unique from standard TD. The game also features a broader strategic layer: players can capture territory on a world map and engage in guild wars, similar to an MMO strategy. Monetization: Offers the usual mid-core fare: in-app purchases for speeding up unit recruitment, buying stronger starting units, VIP privileges, and gacha-like draws for powerful heroes that lead armies. Its revenue in the U.S. Android market was quite solid in 2024 – peaking around $289K in a week in late April 2024sensortower.com – though downloads were on a downtrend at that time​ sensortower.com. This indicates a committed base of spenders even as new user acquisition slowed. UA & Regions: Tap4Fun, already known for games like Brutal Age, pushed Kingdom Guard mainly in Western markets (especially the U.S.) where it became a top 5 Android TD game ​sensortower.com. It also garnered players in Southeast Asia. The Chinese market has similar games (the merge+TD concept is popular there too), but Kingdom Guard’s global version was its focus. UA was done through social ads highlighting the merge mechanic (attempting to hook players looking for a novel puzzle/strategy combo). Retention: Reasonably good for mid-core. Its weekly active users in the US started around 33K in early 2024 and remained ~20K by mid-year​ sensortower.com, implying that a chunk of the player base stuck around for months. The merging gameplay provides a satisfying short-session loop that can boost day-7 retention, and the alliance wars give longer-term goals. Recent news: Kingdom Guard introduced new regions and a cross-server tournament in 2025, attempting to rejuvenate user interest. Tap4Fun also started collaborations with smaller influencers to promote these new features. The game’s formula has inspired similar merge-TD titles, but Kingdom Guard remains one of the top-grossing in its niche.
  9. Primal Conquest: Dino Era37Games (China). A 2023 entrant that merges prehistoric tribal survival with tower defense battles. Design & Gameplay: Players manage a village in a hostile dino-filled world, somewhat like a strategy sim, but key battles involve defending the village from waves of dinosaurs and rival tribes in tower defense style. A unique hook is recruiting and fighting alongside dinosaurs in addition to human warriors. Monetization: Standard F2P strategy monetization – players can buy resource packs, speed up growth, and unlock stronger dinosaur units. Since it’s newer, its monetization ramped up gradually; it showed “promising growth” in 2024 ​sensortower.com. In Q2 2024 (US Android), it had 31K weekly active users at peak and revenue rising to around $70K/weeksensortower.com, which are modest but positive indicators for a new IP. UA & Regions: 37Games targeted both Western and Asian markets in soft launch. The theme has broad appeal (dinosaurs and tribal survival). While not a top global hit yet, it found an audience in the US (making the top 5 TD Android list) and some in Europe. Marketing leaned on its distinctive theme – some ads show players taming T-Rexes to defend their base, which helps it stand out. Retention: Early retention seems decent – the novelty of dinos and continuous PvE objectives kept many early adopters playing through the quarter (only a slight drop in WAU from 24.7K to 18.6K over Q2 2024) ​sensortower.com. Long-term retention will depend on endgame depth (37Games is adding alliance features to boost this). Recent updates: The game is expanding its storyline and introduced a PvP “Clash of Tribes” mode in late 2024. It’s one to watch, as it represents how new themes can refresh the TD genre. A small dedicated team could execute a similar concept – TD gameplay with a creative theme wrapper – without the need for massive resources.
  10. Clash RoyaleSupercell (Finland). A globally famous title that blends tower defense with card-battling and MOBA-like elements. Design: Two players face off, each defending three towers while deploying units (cards) to attack the opponent’s towers. It’s essentially a competitive tower defense game – you must create an offense while ensuring your towers survive the enemy’s onslaught. Gameplay Uniqueness: Clash Royale’s real-time PvP and short 3-minute matches were revolutionary for TD-style games. It requires quick thinking in unit placement (a bit like a TD where the “creeps” are controlled by your opponent). Monetization: Highly successful – monetized through card packs and chests that unlock over time or via purchase. Progression can be sped up by spending, which some criticize as pay-to-progress. Over the years, CR amassed over $3.2 billion revenueblog.udonis.co. By 2025, its annual revenue is lower than at peak but still very significant (well over $200M/year) ​businessofapps.com. UA & Community: Supercell’s approach to UA was unique – minimal traditional advertising, relying on the massive brand recognition from Clash of Clans and viral community marketing. The game spread like wildfire in 2016 and has since maintained an esports scene and content creator community, especially in NA, Europe, and Latin America. In China, it was published by Tencent and saw success early on (though Chinese players have many local clones now). Retention: Historically strong – many players stayed for years due to constantly trying new decks and climbing the trophy ladder. However, maintaining retention has grown challenging as the player base matures; Supercell’s sparse update schedule in 2022–23 led to some decline. Tier-1 markets still have a solid core of Clash Royale players (it consistently ranks among top-grossing in US strategy charts). Recent news: In 2023, Supercell introduced new champion cards and a controversial level 15 cap, which drew community backlash but also drove some spending (to upgrade cards). In 2025, Clash Royale is focusing on quality-of-life improvements and smaller updates as it transitions into a stable, legacy title. It remains a reference point for how a well-designed small-team concept (Supercell famously keeps teams small) can become a global phenomenon in the TD space.
  11. Rush RoyaleMy.Games (Russia/Cyprus). A successful spin on the random-tower PvP subgenre. Design: It took the concept from Random Dice (where you merge random towers and face waves) and added a fantasy skin plus progression systems. Players defend against waves and send excess creeps to their opponent – a hybrid of tower defense and tug-of-war PvP. Gameplay Uniqueness: The random factor in tower generation means each match is a mix of luck and strategy in merging towers to get powerful combos, making it highly replayable. There’s also a co-op mode where two players team up against endless waves. Monetization: Rush Royale is extremely monetization-driven. It features gacha mechanics for obtaining new tower types (as collectible cards) and heroes, a battle pass, and lots of bundle offers. This approach paid off: by mid-2023, Rush Royale had earned $230 million in 3 yearswnhub.io with 63 million downloadswnhub.io globally. Its daily active users (DAU) climbed past 1.1M​wnhub.io, and the U.S. became its largest market​ wnhub.io – a testament to its global reach. The game demonstrates a high revenue per user: many players spend on getting the newest, strongest towers to stay competitive. UA & Community: My.Games actively ran UA campaigns on platforms like Facebook/Instagram, often showing the gameplay’s fun randomness. They also launched a creator program in 2022, paying out $500k+ to players/streamers who promoted the game​ gamigion.comgamigion.com. This influencer approach helped build a community in Tier-1 markets. An example of creative UA was a special in-game event featuring YouTuber/boxer Jake Paul, which boosted US DAU by 20% during the event​ wnhub.io. Retention: Surprisingly strong among its competitive player base – weekly active users on US Android were ~200K and even grew through Q3 2024​sensortower.com. The constant introduction of new unit types and periodic balance changes keep the meta evolving, so engaged players stick around (similar to how Clash Royale retains players through competitive drive). Casual players might leave due to the competitive pressure or if they dislike the randomness, but those who enjoy it often play daily. Recent news: In 2024, My.Games introduced Clan Tournaments and more co-op events to improve long-term engagement. Additionally, after a management buyout (given My.Games was originally part of Mail.ru), the team doubled down on expanding Rush Royale to new regions (notably pushing into Japan and South Korea). By 2025, Rush Royale stands as one of the highest-grossing “true” tower defense games developed outside of East Asia, bridging Western and global audiences.
  12. Random Dice: Defense111% / Kakao Games (South Korea). The progenitor of the random tower PvP trend. Design: Players place dice that act as towers with different attack properties; merging two of the same dice yields a higher-level dice with possibly different attack patterns. Like Rush Royale, two players defend and indirectly send enemies to each other. Gameplay: Simpler visuals (flat 2D) but highly addictive gameplay loop. Emphasizes quick decision-making and luck management. Monetization: Initially relatively light – the game started as an indie project by 111% with cosmetic and some progression IAP. After Kakao published it, monetization ramped up with more gacha for special dice and premium currency. Performance: Random Dice gained huge popularity in Korea and globally around 2019–2020, achieving tens of millions of downloads and reportedly earning over $80M in its first year (unofficial estimates). While it may not be top 20 by 2025 revenue, it laid the groundwork for titles like Rush Royale. UA & Community: Grew mostly organically and via community sharing (it was an early streaming hit on mobile). In Korea, it had a competitive scene. Retention: Good among strategy puzzle enthusiasts; the game had endless PvP and PvE modes that kept people coming back. Over time, power creep affected F2P players, and some migrated to Rush Royale’s more polished experience. Recent news: The developers continue to update Random Dice with new dice types and even new spin-off games (like Random Dice Wars). It’s a case study in how a small-team concept (it was literally made by a handful of devs initially) can explode in popularity with the right hook.
  13. Bloons TD 6Ninja Kiwi (New Zealand). The flagship classic tower defense on mobile in recent years. Design: A colorful, polished game where monkeys with various weapons pop waves of balloons (“bloons”). It’s a traditional fixed-path TD with extensive content: over 70 maps, dozens of tower types each with multiple upgrade paths, plus special hero units. Gameplay Uniqueness: Bloons TD doesn’t radically change the TD formula, but it perfects it. The progression system (unlocking new tower upgrades, leveling heroes) and the sheer variety of modes (daily challenges, boss raids, co-op multiplayer) give it enormous depth and replayability. Monetization: Unlike most other top titles on this list, Bloons TD6 is a premium title – users typically pay ~$6 upfront (though it’s often on sale for $0.99)​ bloons.fandom.com. It supplements this with optional IAP for things like hero skins or in-game currency, but there’s no energy system or gacha. This friendlier monetization means its revenue comes from volume of sales and long-term engagement of a loyal fanbase. Impressively, BTD6 still generates substantial revenue; on iOS in the US it was making about $150K–$200K per week in early 2023 ​sensortower.com just from purchases and IAP, showing that a well-loved premium game can hold its own ​sensortower.com. It also joined Netflix’s games offering in mid-2023, gaining 10.3 million additional installs within a few monthsmobilegamer.biz (Netflix users get the game “free” with subscription). UA & Reach: Ninja Kiwi doesn’t spend on user acquisition like F2P games do. Instead, Bloons’s reputation and word-of-mouth drive sales. It’s often a top paid app on the App Store and Google Play in Western markets. Its cartoon style and moderate difficulty also appeal to a younger audience, giving it broad reach (US, Europe, and also popular in markets like Australia and Canada; less so in East Asia where it’s relatively niche). Retention: Excellent by premium game standards – Bloons TD6 has maintained an active community over 5 years. Frequent updates (the developers released 45 major updates by end of 2024​ youtube.com, adding new towers, modes, and heroes) keep players coming back. Many who buy the game treat it as a staple on their device, returning whenever new content drops or to beat higher difficulty challenges. In Tier-1 markets, it boasts some of the strongest retention for a non-F2P title, since there’s no pressure or paywalls to cause churn – it’s all about enjoyment and mastery. Recent news: In 2024, Ninja Kiwi introduced a map editor and celebrated the Bloons franchise’s 15th anniversary with special events, further cementing community engagement. Bloons TD6 is a prime example of a game that a small team (Ninja Kiwi’s team size was relatively small, especially at launch) can build and sustain successfully on a global scale with player-centric design.
  14. Plants vs. Zombies 2PopCap/EA (USA). The sequel to the iconic PC/mobile tower defense game. Design: A lane-based tower defense where players plant various vegetation with different attack/defense abilities to stop waves of cartoon zombies. PVZ2 expanded on the original by adding many new plant types, zombie types, and a world map with levels set in different historical eras. Gameplay: It’s approachable and casual-friendly, with a humorous tone. While not a traditional maze TD, the lane setup requires strategic placement similar to classic TD principles. Monetization: Unlike the original PVZ which was a premium game, PVZ2 is free-to-play. It monetizes through a mix of advertising and in-app purchases – players can watch ads for bonuses and can buy coins or even direct unlocks for certain powerful plants. EA did not lean too hard into paywalls, so the game is fairly generous (perhaps at the cost of potential revenue). Still, its huge download count (over 100 million on Android) means even light monetization adds up. PVZ2 has been in the top download charts in many countries (especially emerging markets) and brings steady ad revenue for EA. UA & Regions: PVZ2 benefited from the massive brand recognition of its predecessor; EA’s UA was mostly via cross-promotion in their other games and some digital ads at launch. The game is popular worldwide – particularly in the West (as a family-friendly title) and also in China, where the original PVZ was a cultural phenomenon. In fact, there is a Chinese-specific version with unique content, reflecting its local popularity. Retention: PVZ2 had strong initial retention due to the fun core loop and nostalgia for PVZ1. However, long-term retention has declined over the years as content updates slowed. Many players play through the main adventure and then drop off. Hardcore fans stick around for the continuous addition of new plants and levels (PopCap has continued to update it, albeit infrequently in recent times). Tier-1 Western markets see periodic resurgences when updates hit (for instance, a big update in 2023 added new levels and brought lapsed players back). Recent news: EA attempted to create Plants vs. Zombies 3 as a modern revitalization, but after soft-launching it as a 3D portrait-mode game, they took PVZ3 offline in late 2024 for a “major overhaul” before global launch​ign.comign.com. This means PVZ2 remains the primary PVZ mobile title in 2025. The PVZ3 situation was notable news – it indicated that even big publishers struggle to modernize a beloved TD formula without risking what made it popular. Meanwhile, PVZ2 got a quality-of-life patch in early 2025, showing EA’s continued maintenance.
  15. Kingdom Rush (series)Ironhide Game Studio (Uruguay). A legendary name in tower defense that includes Kingdom Rush (2011) and its sequels Frontiers, Origins, and Vengeance. Design: Classic fixed-path fantasy TD: place medieval towers (archers, mages, artillery, barracks) and use heroes to stop waves of orcs, demons, etc. Known for its polished maps, funny voice lines, and challenging Iron (hard) modes. Gameplay Uniqueness: It didn’t introduce radical mechanics, but it set a gold standard for level design and difficulty balance in TD. Each level often has a trick or twist, and the inclusion of a controllable hero unit (from Frontiers onward) added an extra layer of strategy. Monetization: The first three games were paid up-front (around $0.99–$2.99) with some optional IAP for bonus heroes or small extras. Kingdom Rush Vengeance (2018) was premium as well with a larger array of optional IAP towers. The series never went fully free-to-play. This limited its revenue ceiling but built immense goodwill with players. Cumulatively the series sold tens of millions of copies (exact numbers are not public, but it consistently topped paid charts during its releases). Ironhide, a small team of <15 during the early games, proved that a premium model could succeed with enough volume and cross-platform sales (they later sold on PC, consoles, etc.). UA & Reach: Ironhide’s marketing was mostly organic/viral. These games garnered editor’s choice awards and were featured by Apple/Google, which gave them huge visibility. Kingdom Rush became a household name among tower defense fans worldwide – particularly in North America and Europe, but also in Latin America (hometown advantage) and parts of Asia (it was one of the more popular premium TDs in China, often pirated but also legitimately bought on app stores where available). Retention: Being level-based, each title’s retention is about players finishing the campaign and maybe doing bonus challenges. However, the series keeps pulling in new players with each installment or anniversary; e.g., in 2021 the original got a remaster on consoles, renewing interest. The fan community still revisits these games due to their high replay value. Recent news: Ironhide has shifted to new genres (a RTS titled Iron Marines and others) and also released Legends of Kingdom Rush (2021) which was a spin-off RPG, but no new pure TD since Vengeance. However, Kingdom Rush’s influence is seen everywhere in the genre, and even in 2025, “What’s the best tower defense?” threads often cite Kingdom Rush as the benchmark. For a small team aspiring to build a successful TD, Kingdom Rush is a model example – focused scope, offline-play friendly, and quality over quantity content that yields long-term sales.
  16. Realm Defense: Hero Legends TDBabeltime (US/China). A free-to-play mobile TD that carved out a niche by combining classic TD with hero collection. Design: Bright, cartoonish graphics with fixed path levels. Each level allows bringing a few hero units that can actively use powers, alongside placing traditional towers. It has an extensive campaign and also a competitive season-based Infinity Mode where players try to survive as long as possible on an endless wave map (competing on leaderboards). Gameplay Uniqueness: The integration of RPG-like hero progression and even small story cutscenes gave it a bit of the Arknights vibe before Arknights existed, but in a lighter form. It also introduced weekly live events and special challenges to keep players coming back beyond the campaign. Monetization: It is free-to-play with in-app purchases largely for heroes and hero upgrades. Some powerful heroes are premium-only. There are also gem packs and VIP benefits that can be bought. Compared to bigger titles, its revenue was modest but steady – likely in the few million per year range at its height. It never reached top-grossing charts, but it sustained a team and ongoing development for years. UA & Audience: Babeltime initially advertised it on Facebook to strategy and casual players, highlighting the “Epic bosses” and heroic abilities. The game found a solid player base in the U.S., Europe, and surprisingly in some Asian markets (maybe due to the anime-like hero art). Without a huge UA budget, it relied on being featured in app stores and word of mouth from TD fans. Retention: Quite good among TD enthusiasts. The daily missions, frequent addition of new levels and worlds (by 2025, it has 300+ levels), and the never-ending Infinity Mode gave content for months or even years. Its community on Reddit/Discord, while small, was very dedicated, with some players logging in daily for 3-4 years. Recent updates: The game is still updated occasionally – new heroes or holiday events. It shows that even outside the limelight, a TD game can run as a service and maintain players long-term with a trickle of new content. For a small team approach, Realm Defense demonstrates that a F2P TD with fair monetization can succeed without being a top 10 hit, by capturing a loyal niche.
  17. Summoner’s GreedPixio (Hong Kong). A charming idle-TD hybrid that found unexpected success. Design: It’s an endless tower defense where you, the Summoner, defend a treasure chest from waves of “good guys” (knights, etc.) using summoned monsters. The game runs partly idle – waves progress and you collect currency even when offline. Its art is 2D and cute, with humorous descriptions. Gameplay: Very simple to play, more of a relaxing experience compared to high-stakes strategy in other TDs. But it has surprising depth in optimizing tower combinations and synergies. Monetization: Free-to-play, monetized by rewarded ads and the sale of in-game orbs/gems to summon rarer monsters or speed up progress. It’s not aggressive; many players enjoy it without spending, which helped it garner good user reviews. As a result, while it never made huge revenue, it has decent ARPDAU thanks to ad engagement. One estimate from community data suggested the game was making on the order of $50-60K per month a couple years ago​reddit.com – not massive, but enough to be profitable for a small indie studio. UA & Regions: Summoner’s Greed spread largely through discovery on the app stores (it frequently shows up in the tower defense category charts). Pixio likely did minimal paid UA. The game is globally available and saw a lot of downloads in Southeast Asia and South America in addition to Western markets (the low device requirements and offline play appeals broadly). Retention: Strong for an idle game. Its day 30 retention was likely higher than many mid-core games because players treat it like a casual app to check daily. The continuous addition of new monsters and spells via updates gives reasons to return. Recent news: The game is still being updated with new monster series (often parodying pop culture). It’s a great example of a small concept executed well: even a two-person team could build something like Summoner’s Greed and, with the right design (idle + TD), attract millions of players over time.
  18. Wild Sky TDFunovus (USA). A content-rich action tower defense that flies a bit under the radar. Design: It offers hundreds of levels set on floating islands, each with its own gimmicks. Players can bring different hero units and special gear to influence tower performance, adding an RPG layer. Gameplay: The game has both a long PvE campaign and rotating daily trials. Notably, it incorporates an idle reward system (your towers/heroes can bring back loot from missions over time) which helps reduce grind. Monetization: F2P with IAP for stronger heroes, equipment, and an energy system to play levels. It’s moderately monetized; dedicated players can spend on a VIP subscription for extra rewards. While not top-grossing, it likely earns a steady income from a core of enthusiasts. For instance, it had periods in 2021–2022 where it appeared in the top 100 strategy grossing charts in some Western countries, implying monthly revenues in the low six figures. UA & Audience: Funovus did some UA via video ads showing off its impressive variety of levels and boss fights. The audience is global but with a concentration in North America and Europe. It didn’t capture the Asian markets strongly, possibly due to competition and theme. Retention: Those who get into it tend to stay for the long haul because there is almost an endless amount of content (the developers kept adding new “worlds” and seasonal events). Its RPG elements also hook players who enjoy tweaking loadouts. However, casual players might drop after a few dozen levels when difficulty ramps up. Recent news: By 2025, Wild Sky has a large roster of heroes and a level cap increase. It’s one of those quiet performers – not in headlines, but showing that an independent studio with around 8–10 people can manage a live TD game with a dedicated following.
  19. Defense DerbyKrafton/RisingWings (South Korea). A 2023 release with a novel PvP betting twist. Design: Four players compete in an elimination-style tower defense match. In each round, a unit auction (“derby”) occurs where players bid resources to draft powerful towers/units, then everyone faces a wave. Those who can’t hold the wave are knocked out until one remains. Gameplay Uniqueness: The bidding system and multiplayer survival concept were very fresh in the TD scene. It adds mind-games and economy management to the usual TD formula. Monetization: F2P, with monetization through unlocking more units (gacha style) to appear in your drafting pool, and cosmetics. Given it’s PvP, the devs had to avoid pay-to-win, so monetization is somewhat restrained (mostly progression speed-ups and cosmetic castle skins). Performance: Defense Derby received positive feedback for innovation, but it remained niche. It likely peaked at a few hundred thousand downloads globally. Revenue-wise, without heavy pay-to-win, it wasn’t a top earner. However, Krafton was using it to test the waters of competitive TD. UA & Regions: Most downloads came from South Korea and some from the US. Krafton used PUBG’s audience channels to promote it (being the same parent company) but did not spend hugely on ads. Retention: Mixed – strategy enthusiasts loved it and kept playing in leagues, but casual players often bounced off due to the competitive pressure and learning curve. With a small player base, matching times and skill disparities also affected retention. Recent updates: The game still receives balance patches and occasional new units. Its existence is notable because it shows even large companies like Krafton are experimenting with TD concepts, and that a relatively small team (RisingWings) can develop something quite unique. For a team of 8, aiming for a unique PvP-centric TD like Defense Derby is ambitious but feasible, especially by leveraging an existing engine or support from a bigger publisher.
  20. (Honorable Mentions)Indie and Emerging TD Games. Beyond the established titles above, several other games contribute to the tower defense landscape in 2025. Dungeon Warfare 2 (by Valsar, 2018) is a hardcore premium TD that still has a cult following on mobile/PC due to its clever trap-based defenses. Infinitode 2 (practically a one-developer project) offers a minimalist sandbox TD with endless upgrades and has quietly surpassed a million downloads, proving that even ultra-minimal graphics can captivate a niche of strategy fans. New releases in late 2024 like Axon TD: Uprising (from Element Studios) are attempting to bring PC-style 3D TD experiences to mobile. While these smaller titles don’t crack the top charts, they often have very strong retention within their communities – players who desire a certain style of TD stick with them for years. From a development standpoint, these are precisely the kind of games a small team of 5–8 can create and find success with (not billion-dollar success, but sustainable business and passionate players).

Common Features and Strategies Among Top TD Games

Despite the diversity in the tower defense genre, the top games in 2025 share several common features and strategies that drive their success:

  • Hybrid Gameplay Loops: Most leading TD games mix tower defense with other genres to broaden appeal. For example, Whiteout Survival and Age of Origins blend base-building strategy with TD battles, and Arknights merges character-collection RPG elements with classic TD ​app.sensortower.comgachaguru.com. This hybrid approach attracts both traditional TD fans and players from other genres, increasing the potential audience. Pure TD experiences (like Bloons TD6) are the exception and succeed by providing enormous depth in the core TD gameplay instead.
  • Deep Progression and Collection Systems: Top games give players long-term goals through leveling systems, unit collection, or both. Collectible heroes/towers (Arknights operators, Watcher of Realms champions, Rush Royale unit cards) and upgrade tech trees keep players invested beyond the initial levels. Even classic TDs add meta-progression; e.g., Bloons TD6 has a monkey upgrade tree and heroes that level up over matches, while Kingdom Rush Vengeance allowed choosing tower loadouts. This progression feeds into higher retention, as players have reasons to return and improve their arsenal.
  • Live Ops and Events: Running frequent events and updates is a common strategy. The top-grossing games often tie major revenue spurts to in-game eventssensortower.com. For instance, Whiteout Survival’s seasonal competitions and Arknights’ limited-time banner events drive both engagement and spending. Even single-player focused games like Bloons TD6 issue weekly challenges and special boss events to keep content from getting stale. Continuous updates (new levels, new characters, holiday events) are crucial for maintaining player interest and preventing churn.
  • Social or Competitive Elements: While tower defense started as a single-player genre, many of today’s hits leverage social features. Alliance or clan systems (seen in Whiteout, Age of Origins, State of Survival, Kingdom Guard) get players invested in a community, which is strongly correlated with better retention. Competitive modes are another shared feature – Clash Royale pioneered real-time TD PvP, Rush Royale and Random Dice offer PvP and co-op, and even PvE games like Realm Defense have leaderboards. These social/competitive layers encourage players to stick around to climb ranks or not let down their teammates.
  • High-Quality Production and Polish: The bar for success in 2025 is high; top TD games generally feature polished graphics, a smooth UI, and an attractive theme or narrative. Arknights’ sleek anime art and rich story, Clash Royale’s familiar Clash-universe characters with smooth animations, and Bloons TD6’s vibrant, cartoon visuals all help draw players in and make a strong first impression. Polish extends to performance across devices – many listed games run well even on older phones, which has helped them capture wider audiences globally.
  • Multi-Platform Presence: A subtle but important strategy is launching on multiple platforms. Bloons TD6 and Kingdom Rush expanded from mobile to PC/console, boosting their revenue and longevity. Arknights has PC clients in China. Clash Royale doesn’t have PC version, but its short-session design made it hugely popular on mobile esports streams. Having a presence beyond just mobile can reinforce a game’s community and brand, which indirectly benefits its mobile success.
  • Effective User Acquisition and Marketing: Successful TD games find ways to reach their audience efficiently. Many Chinese developers invest in data-driven UA, using attractive ads (even if sometimes misleading, as seen with games like X-Hero’s ads showing fake TD puzzles) to get initial downloads. Then, the games rely on their features (push notifications, friend invites, etc.) to convert those downloads into retained users. On the other hand, some Western developers rely on brand and community – e.g., Supercell’s community engagement or Ninja Kiwi’s reputation among tower defense players. Regardless of method, top games have a clear strategy to continually bring in new players to replace those who naturally churn.

Chinese vs. Western Top TD Games: Key Differences

Tower defense games popular in China (and by Chinese developers) often differ from their Western counterparts in several ways, reflecting different market preferences and design philosophies:

  • Monetization Intensity: The Chinese top games monetize more aggressively on average. Titles like Whiteout Survival and Age of Origins are designed for high ARPU, with extensive in-game purchase options, VIP tiers, loot crates, etc. They often expect that a small percentage of users (“whales”) will contribute the bulk of revenue. For example, Arknights (Chinese-developed) consistently earns large sums from a relatively small user base via gacha​ app.sensortower.comgachaguru.com. In contrast, Western TD games (especially premium ones like Bloons or Kingdom Rush) are comparatively lighter in monetization, often opting for the pay-once model or minimal microtransactions. Even Western F2P like Clash Royale focus on a broad base of moderate spenders rather than ultra-whales (Supercell famously avoids direct pay-to-win sales). This means Chinese games tend to generate more revenue per player, but sometimes at the expense of approachability and fairness, whereas Western games often sacrifice some revenue potential for a more balanced or upfront-value approach.
  • Scale and Content Volume: Chinese top TD/strategy games usually have massive scale – hundreds of servers, numerous features layered on each other (TD + city-building + PvP + PvE events, all in one app). This stems from the competitive mobile market in China where games strive to be one-stop platforms. For instance, Lords Mobile and State of Survival (both popular in China) include many gameplay modes (TD, farming, RPG campaigns, etc.). Western TD games historically were more focused – e.g., Kingdom Rush is purely a level-based TD with no extra modes. However, this is changing as Western F2P games adopt more meta-features too. Still, if we compare Chinese top 3 vs Western top 3: a game like Whiteout has far more systems and menus than something like Bloons TD6. With that scale comes the need for larger dev teams and more content production to keep pace, which Chinese studios are equipped to handle (often with >100 developers on a single title), whereas Western studios for TD (Ninja Kiwi, Ironhide) are much smaller.
  • Gameplay Complexity: Relatedly, Chinese games often embrace complexity and depth in gameplay. Arknights, for example, is quite challenging and complex, appealing to hardcore players globally (not just Chinese). Many Chinese TD or TD-hybrid games assume players will invest significant time to learn systems (gear crafting, hero synergy, etc.). Western-designed TD games often aim for more immediate fun and gradual difficulty curves, to capture a casual audience. Clash Royale’s brilliance was in its simplicity – easy to learn in one tutorial. A game like Three Kingdoms TD (a popular TD in China) might bombard new players with many tutorial steps for different features. There are exceptions on both sides, but generally Chinese top games lean towards “more is more” in gameplay, whereas Western ones sometimes follow “less is more”, focusing on a polished core loop.
  • Thematic and Artistic Differences: Chinese market-favorite TD games tend to feature anime-inspired art or realistic military themes. Arknights (anime style) and Age of Origins (military/zombie) exemplify this. The top Western TD games often have more cartoonish or familiar IP themes – e.g., Plants vs Zombies’ quirky humor, Bloons’ cartoon monkeys, or using established IP (as PopCap and others do). Additionally, Chinese games frequently incorporate culturally relevant themes or historical influences (e.g., a TD game with Three Kingdoms heroes might do well in China). Western audiences have embraced some anime-style TD (Arknights proved that), but generally a game like Bloons with monkeys might not fly in China’s charts which favor heroes and soldiers. Censorship and regulations also play a role: Chinese games must adhere to content guidelines (limited gore, appropriate depictions of characters), which can shape art style and narrative in ways Western devs don’t face.
  • Platform and Distribution: In China, many top games (including TD) are distributed through dozens of Android app stores and often have separate Chinese versions. This means Chinese developers build games to be more platform-agnostic and service-heavy (since they run their own servers, account systems, etc., rather than relying purely on Google/Apple). Western TD games usually just go through the App Store/Play Store globally. The result is Chinese games are often built to handle huge player volumes and high concurrency (due to those multi-server architectures), which aligns with their MMO-like features. Western games historically could be single-player and offline (e.g., all Kingdom Rush games can be played offline). These distribution differences influence design – Chinese games assume persistent internet connection and integrate social features; Western games might still accommodate offline play or shorter session design.
  • User Acquisition and Marketing: Chinese companies typically spend more on user acquisition and use very analytics-driven marketing strategies. They will aggressively buy ad space, use influencer marketing, and cross-promote within their portfolio. For example, FunPlus and IGG pour millions into advertising their titles globally, which helped games like State of Survival become hits outside China. Western developers, especially smaller ones, may rely more on organic growth, reviews, and featuring. Supercell is a bit of an outlier as a Western company that spends on marketing but also heavily leverages its community. But a small Western indie like Ironhide or Ninja Kiwi wouldn’t have a massive UA budget – they rely on quality and word-of-mouth. Therefore, Chinese top games in TD often have higher visibility and install rates due to marketing, even in Western markets (notice that in 2024, Chinese-run games like Kingdom Guard and Watcher of Realms were among top downloads in the US TD category​ sensortower.comsensortower.com). Western TD games need to be more self-sustaining in attracting users or have an IP hook.

In summary, the Chinese top 3 TD games tend to be those with high monetization, large scale, and complex gameplay loops, often blurring genre lines and backed by significant marketing. The Western counterparts are more likely to be focused experiences with careful game design polish, lighter monetization touch, and growth driven by community and brand. Both can succeed globally, but we see Chinese titles often achieving greater financial scale (e.g., Arknights or Whiteout making far more money than any purely Western-developed TD game) while Western titles often win in terms of critical acclaim or broad casual popularity (e.g., PVZ or Kingdom Rush as enduring classics).

Chinese vs. Western TD Comparison Table

For clarity, here’s a brief comparison of a few top Chinese vs. Western tower defense games on key dimensions:

AspectChinese TD Hit (e.g. Arknights, Whiteout)Western TD Hit (e.g. Bloons TD6, Kingdom Rush)
Monetization ModelAggressive F2P – gacha, VIP tiers, events driving spend (high ARPU)Premium or fair F2P – one-time purchase or light IAP/ads (broad player base)
Content ScopeHuge feature set – TD + multiple meta-modes (MMO elements, story chapters, PvP, etc.)Focused gameplay – mostly tower defense levels (maybe a few extra modes or challenges)
Team Size & ProductionLarge teams (50-100+) enabling frequent updates, high-end art, and lots of contentSmall/medium teams (5-30) focusing on polished design, hand-crafted levels, slower update cadence
Popular RegionsOften tailor-made for China & East Asia first, then global (if global, Asia and US are key markets)Often popular in North America, Europe; global appeal but sometimes struggle to break into Asia (unless theme aligns)
UA/MarketingData-driven, high-budget UA campaigns; celebrity endorsements, prolific ad presence​wnhub.ioRelatively low-key marketing; rely on app store featuring, brand recognition, community evangelism
Social/CompetitiveStrong social integration (guilds, chats) and competitive events (cross-server wars)Primarily single-player or light multiplayer; competition via leaderboards or none at all
Longevity StrategyLive-ops heavy: continuous events, power-creep content (to keep spenders spending)Sequelization or expansions: new entries every few years or major updates to spark new interest

Both Chinese and Western top games share the goal of engaging players for the long term, but their methods reflect the different market DNA. Notably, Chinese games like Arknights have proven they can captivate Western players by combining those methods – Arknights’ retention in the US was strong enough to keep ~20k weekly active users on Android alone through 2024 ​sensortower.com, even with minimal downloads, showing a smaller Western community can be fiercely loyal to a deep game. Conversely, a Western game like Clash Royale became a hit in China through adaptation with a local publisher, showing that a universally fun core concept can transcend those differences if approached right.

Global vs. Local Success Factors

What makes a tower defense game successful globally versus just in one region? Several factors determine whether a TD game catches on worldwide or remains confined to local popularity:

  • Universality of Theme and Art: Global hits tend to have themes that cross cultural boundaries. Cute or neutral themes (bloons and monkeys, plants vs zombies) are easily understood everywhere. A game like Bloons TD6 doesn’t rely on language or local cultural context at all – anyone can enjoy popping balloons – aiding its global reach. On the other hand, a game heavily based on, say, American military history might do better in the US than in Japan. Arknights leveraged the globally rising popularity of anime style, giving it appeal in both East and West (though its story nuances might be more appreciated in East Asia, the art hooked Western players too). A counter-example: Dungeon & Fighter Mobile (DNF) was one of the top-grossing games in China in 2024 ​sensortower.com, but its style and IP are very entrenched in East Asia, so it didn’t have a global launch – a local success only. For TD, keeping a universally appealing style (fantasy battles, colorful graphics) tends to correlate with going global.
  • Localization and Regional Support: Global success requires proper localization (language translation, culturalization of content) and sometimes region-specific servers or events. Chinese games that succeed globally often invest in good English (and other language) localization – e.g., Arknights and Whiteout have quality translations and even voice acting in multiple languages, making them feel native in various regions. In contrast, some games stay local because they lack this; many Japanese TD games never get English releases, thus only Japanese players experience them. Additionally, some games tailor content to regions – Clash Royale introduced unique Lunar New Year events for East Asia, for instance. If a TD game addresses local holidays or collaborates with local IP (like Arknights did collabs with Rainbow Six for Western appeal and with Persona 5 for Japanese appeal), it can bolster its multi-region success.
  • Platform Penetration and Distribution: Some regions have platform nuances – e.g., China’s Android market (no Google Play) or Japan’s preference for iOS revenue. A globally successful game often has to navigate these – partnering with Tencent or another local publisher for China, making sure to launch on iOS and Android simultaneously to capture both user bases, and sometimes even considering PC or console releases. Plants vs. Zombies was originally a PC game that became a global phenomenon on every platform. Arknights started mobile but got a PC client in China via Bilibili. A local-only game might ignore some platforms (for example, some Chinese TD games only release on domestic Android stores and skip iOS or vice versa, limiting their scope). Global hits ensure they are accessible to players in all major markets through the platforms those players use.
  • Content Strategy: Broad vs. Niche Appeal: To be globally successful, a game often needs content that appeals to both casual and more engaged players. Clash Royale is a good example – easy for anyone to pick up (hence millions of casuals worldwide downloaded it), but also deep enough for competitive players (hence esports and long-term engagement). A more niche TD, like a super hardcore maze-building game with minimal instructions, might only attract a niche in one region (perhaps where that hardcore community exists). Global hits usually have a lower barrier to entry. Kingdom Rush and PVZ are very intuitive – part of why they had worldwide popularity beyond their core markets. Meanwhile, a game like Infinitode 2 is quite abstract and appeals mostly to a niche of theory-crafters globally, not a mainstream hit. So balancing depth with accessibility is key for global reach.
  • Network Effects (Community Size): Games that achieve critical mass in multiple regions can amplify their success – a large global community creates more content (fan art, YouTube guides, etc.), which in turn attracts more players in different regions. Bloons TD6, for instance, has YouTubers from North America, Europe, and Australia making content, which fans around the world watch, reinforcing its global community. If a game only has, say, a big following in South Korea (like Random Dice initially did), it might not generate content in English, which means potential Western players may not hear about it until a Westernized version (like Rush Royale) appears. Thus, global success can sometimes be a self-perpetuating cycle once initial traction is gained across regions – the game’s name becomes known internationally. Companies strive for this by seeding communities in each major region (through Discord servers, region-specific social media, etc.).

In short, a tower defense game successful globally typically offers a universally fun core loop, adapts to local languages and cultures, and actively reaches players across platforms and regions. Locally successful games might lack one of these – perhaps the theme or IP is too local, or the developers chose not to expand distribution. Arknights and Clash Royale show how bridging East-West appeal is possible (one from East going West, one from West going East), whereas games like Dungeon Warfare 2 (Western PC/console indie TD) or Peacekeeper Defense (a Chinese domestic hit, hypothetical) might remain beloved only in their circles.

High Revenue, Low Downloads: How Do They Do It?

One striking phenomenon in mobile games (including tower defense) is that some games rake in high revenues despite relatively low download numbers. This usually points to very high monetization per user. In the context of tower defense games, here are examples and explanations:

  • Arknights: A textbook case – it doesn’t top the download charts in Western markets (only ~10k downloads last month on US App Store​ app.sensortower.com, for instance), but it earns millions in revenue monthly​ gachaguru.com. The reason is its whale-heavy monetization. Arknights players who love collecting rare Operators will spend hundreds or thousands of dollars during limited gacha banners to obtain and max them. Additionally, Arknights has a monthly pass and expensive cosmetic skins that further increase ARPU. The game’s design targets a niche of strategy/anime enthusiasts who are willing to pay for their hobby (one estimate put its annual revenue around 3 billion yuan in China alone​ reddit.com). So, with perhaps only a few million active players worldwide, it can still generate hundreds of millions of dollars because the average revenue per paying user is very high. This is common in gacha-style games.
  • Age of Origins & Other 4X/TD hybrids: These strategy hybrids often have downloads an order of magnitude lower than casual hits, but the players they do have are monetized via competitive pressure. Age of Origins, for example, might not break into top 100 downloads, but a single “kingdom” of a few thousand active players can yield millions in a year because they engage in spending wars (to boost city power, etc.). Sensor Tower noted Age of Origins peaking at $5.4M in one week globally while downloads were actually declining​sensortower.com, illustrating that revenue growth came from existing players spending more, not new players. Lords Mobile, State of Survival, Top War – all have similar dynamics. They achieve high revenue with moderate user bases by maximizing lifetime value: long-term players might spend $1000+ over time on these games, far higher than the <$10 typical of a casual TD player.
  • Rush Royale: With 63M downloads over 3 years ​wnhub.io, Rush Royale’s download count isn’t small, but it’s not in the league of hypercasual games. Yet it made $230M in that time​ wnhub.io, which indicates strong monetization. It managed this by converting a fraction of those 63M into paying users who buy season passes, premium chests, etc., every month. The competitive nature (ranked PvP) pushes players to spend to upgrade their decks faster. Also, Rush Royale’s events (like the Jake Paul event) re-engage and possibly convert non-payers into payers by creating hype ​wnhub.io. So while a hypercasual TD might boast 200M downloads and only ad revenue, Rush Royale had fewer users but each user on average was more profitable (with ARPDAU likely a few cents, which is high given millions of DAU globally).
  • Whiteout Survival: It actually has high downloads and high revenue, but it’s worth noting that even if its downloads were smaller, its monetization is tuned so strongly (with events driving record spending​ sensortower.com) that it would still out-earn less aggressive games. Many 4X strategy titles report ARPUs in the tens of dollars range monthly for active users, which dwarfs more casual games’ numbers. So a game like Whiteout can be top-grossing with a fraction of the user count of a mass-appeal game like Candy Crush. The March 2025 chart showing Whiteout #1 revenue ​sensortower.com while it’s nowhere near #1 in downloads demonstrates this disconnect clearly – other games in top downloads might be lighter in monetization, focusing on ads or low IAP.
  • Key strategies enabling high $/download: These games often employ:
    • VIP systems or Subscription: Rewarding consistent spenders with permanent boosts (Whiteout, Lords Mobile).
    • Limited-time exclusives: e.g., limited operators in Arknights, limited-time heroes in State of Survival – leveraging FOMO to spur heavy spending in short windows.
    • Competitive advantage through spending: While skill matters, in many of these games spending confers advantages (stronger towers, faster progression). This encourages a subset of users to spend a lot to be “the best.” It’s a double-edged sword because if overdone it can drive away others; top games carefully balance it (e.g., Clash Royale sells progression, but still skill can allow a free player to compete to some extent).
    • Whale treatment: High spenders are courted with special in-game titles, VIP support, maybe even direct community manager contacts. This keeps the top 1% engaged and spending.
    • Long lifespan = high LTV: Many of these high revenue/low download games have been around for 3-5 years. Over such a long period, even an average spender might have accumulated a few hundred dollars spent. So retention ties in – keeping players around longer increases the chance they’ll eventually spend or spend more. Arknights and others shine here by building strong loyalty (players feel part of a community or story and are thus okay investing money into it).

On the flip side, some games have low revenue despite high downloadsPlants vs Zombies 2 is a good example. With 100M+ downloads, one might expect enormous revenue, but its F2P model is so lenient (many players never pay a cent, relying on free content and ads) that its total revenue is modest relative to that user count. PVZ2 makes money more like a “service” (ads, a few percent of players buying something) whereas Arknights makes money more like a “luxury product” (fewer buyers, but each spends a lot).

In summary, games with high revenue but low downloads succeed by cultivating a player base that is small in number but willing to pay (and keep paying) for premium content. Tower defense as a genre historically skewed toward single-player and upfront purchase, but the ones that adapted to the “whale model” of mobile F2P have seen their revenue skyrocket to levels impossible with just download volume. This mirrors the broader mobile market trend where a minority of players often account for a majority of revenue.

Retention in Tier-1 Western Markets (US/EU)

Retention – the ability to keep players coming back over time – is a critical measure of a game’s health. In Tier-1 Western markets like the US and Europe, some TD games demonstrate notably strong retention:

  • Bloons TD6: For a paid game, its retention is superb. On Steam (PC) it stabilized around ~20k concurrent players long after launch ​reddit.com, and on mobile it frequently stays in the top charts years post-release, indicating people who bought it continue to play regularly. Western players appreciate the regular free updates; as one YouTube commentary in Dec 2024 noted, Bloons TD6 had 45 major updates since release, keeping the game “alive and fresh”​ youtube.com. Its co-op mode also helps retain friends playing together. So Bloons achieves retention by content cadence and community – players stick around to tackle new challenges and because the game has become a hobby.
  • Clash Royale: In the West, Clash Royale still has a dedicated base competing in the Legendary Arena. Its retention is driven by competitive ladder and clan wars; players log in daily to collect rewards and not fall behind. Although not as viral as before, its core engaged audience in the US/EU stays relatively stable – evidenced by the fact that it remains in top grossing, meaning enough people are still playing and paying years on. Supercell’s community events (like global tournaments and seasonal themes) re-engage lapsed players periodically. The Western esports scene, while smaller now, also keeps the top players invested.
  • Rush Royale: Interestingly, Rush Royale has built a solid Western player base. As per Sensor Tower, its weekly active users in the US were ~200k and even growing toward end of 2024 ​sensortower.com. This suggests a lot of American and European players find it sticky. The reasons: short match lengths, competitive drive (very much like Clash Royale’s effect), and continuous additions of new towers/cards that shake up the meta. The developer also directly fosters retention by encouraging content creators (the creator program) which yields plenty of strategy videos for players to watch and get more engaged​ gamigion.com. When players see a game has a lively community (even something like a subreddit sharing decks), they are more likely to stay.
  • Arknights: While Arknights is more niche in the West, its retention among those who play is strong. Western Arknights players often log in daily for their base management and to farm resources, plus there’s the draw of the story and events. It may not retain casuals (some drop after the initial chapters due to difficulty or because they’re not into the anime narrative), but it retains a core fandom strongly – these are players who might play for multiple years, akin to how long an RPG holds someone’s attention. In the US and EU, this translates to a smaller but very steady user base (the game’s global version regularly trends on Twitter during new banner releases, showing good engagement, albeit within the anime gaming community segment).
  • Realm Defense & similar mid-core TDs: These games have a smaller Western reach but they do show high retention in their cohort. For example, many Realm Defense players in the West have played for 1000+ days, evidenced by community posts and in-game events celebrating long-term players. The key here is routine – events like daily login rewards and guild boss fights make it habitual. Once it becomes part of a player’s daily routine, retention increases significantly. Western players respond well to games that respect their time as well (e.g., ability to speed up battles or idle rewards), and Realm Defense does some of that, making it easier to check in each day without huge time commitment.
  • Plants vs Zombies 2: It initially had great retention – people adored it and kept playing through the different worlds. Over time it waned, but interestingly it still has a dedicated subset of Western players who never really quit. Some treat it like a comfort game to revisit. Regular “Piñata parties” (daily mini-games) and new plant releases give periodic bumps. However, PVZ2’s retention isn’t as strong as it could be largely because EA shifted focus and updates slowed, leading some to drift away. This underscores that even beloved IP needs continuous nurturing for retention.

What aids retention in Tier-1 markets? Generally: quality content, social features, and fair monetization. Western players tend to quit games that feel too pay-to-win or grindy unless they’re very invested. So games that find a balance, offering steady progression without forcing payment (or at least giving paying players more convenience rather than outright dominance) tend to keep Western audiences longer. For instance, Bloons TD6 – once you buy it, you’re not hit by any paywalls, so you only quit when you run out of personal goals; but the game supplies more goals (new maps, harder modes). Western gamers also enjoy competition, but sometimes the pressure of PvP can hurt retention if matchmaking isn’t fair – Clash Royale has grappled with this (ladder can be frustrating, which led some to leave after reaching their skill plateau). These games counteract that by adding casual modes or reset seasons so players feel a fresh start (Clash Royale did add seasonal resets; Rush Royale added a PvE co-op mode for a break from PvP).

Finally, retention can be boosted by platform engagement – e.g., Game Center or Google Play achievements, or simply the fact that a game is available on PC/console so players can switch devices. Bloons’s presence on Steam likely increases its retention among Western players because they can play on a PC for a long session, then on phone on the go.

In short, the strongest retention in Tier-1 markets is seen in TD games that either build a competitive community (Clash Royale, Rush Royale) or a cooperative/solo community with lots of content and regular updates (Bloons TD6, Arknights). The common thread is giving players reason to log in weekly or daily – whether to not fall behind friends or to see new content. Those that do this well see Western players sticking around for years.

Tower Defense Concepts for Small Teams

Not every top tower defense game is made by a giant studio; indeed, several successful concepts in this genre started with small development teams (under 8 people). Here are some concepts that have proven to work well even with limited resources, yet showing strong performance potential:

  • Premium Old-School TD: A straightforward but content-rich tower defense game without heavy meta systems – basically the Kingdom Rush or Bloons TD model. These require solid level design and art, but a small team can handle that (the original Kingdom Rush was reportedly made by a team of ~5). The success comes from replayability and charm. Such games can monetize via the initial purchase and small DLCs, and if they achieve good sales (which is possible if the game is high quality and gets featured), they can fund sequels. The key for a small team is to scope wisely: a polished 20-level game with some endless or challenge modes can already compete for “best in genre” as Kingdom Rush did. The performance potential is shown by Kingdom Rush reaching #1 paid app in multiple countries at launch (huge visibility) and staying relevant for a decade.
  • Minimalist Infinite TD (with user-generated content or procedural generation): Infinitode 2 is a great example where one developer created a minimal graphics TD that runs endlessly with incremental upgrades. The focus is on mechanics and player customization (players can create levels or tackle endless waves). This concept doesn’t need expensive art or story – it’s systems-heavy, which a small team of programmers can handle. Despite being niche, Infinitode 2 accumulated a dedicated fanbase and respectable revenue via IAP that unlock extra features for enthusiasts. For a small team, this kind of project is manageable (focus on algorithmic depth rather than assets). Performance-wise, it won’t top grossing charts, but it can quietly earn and sustain itself with a loyal user group. Another variant is providing level editors or sandbox modes – letting players generate content (less burden on devs) which keeps the community engaged (replay value and sharing).
  • PvP Competitive TD with Simple Design: The core idea of Random Dice or Clash Royale could be executed by a small team – indeed, 111% started as a tiny indie and made Random Dice which exploded. The trick is having a clever design twist (like random tower merging, or head-to-head lanes) and lean, attractive graphics. Networking and balancing are the main challenges but not insurmountable with modern tools. Once you prove the concept fun, it can scale (and if needed, you hire more to support it, but initial success can be achieved with few people). A small team with a fresh multiplayer TD idea could replicate this path. Performance potential is huge: Random Dice went viral, and Clash Royale (though made by a larger team at Supercell) proved a small-scale realtime TD concept can generate billions. Even if not reaching that extreme, there’s room for mid-tier success. For example, an indie game Tower Duel attempted this, showing that interest exists – execution and polish (where Supercell excelled) is key.
  • Idle/Casual TD Hybrid: Combining idle game mechanics with TD, like Summoner’s Greed, is very feasible for a small team. These games lean on incremental design (which one or two devs can handle) and 2D art (a few artists or even asset store graphics). They don’t require complex AI or level design because the waves are endless/automatic. The performance can surprise you – Summoner’s Greed got 10M downloads with presumably a tiny team, primarily because it appealed to a broad casual audience who found it via app stores. If a small studio can integrate rewarded ads and a decent meta-progression, the game can monetize sufficiently through volume of players rather than big spenders, which is a safer bet for an indie.
  • Nostalgic or Niche Theme TD: Small teams can capture niches that big studios overlook. For example, a TD game with a D&D theme, or a pixel-art retro style TD that evokes Warcraft 3 mods, could rally fans. These might not become global hits, but could perform well on Steam and mobile premium charts. A niche community (say, sci-fi tower defense fans) might support a game like Mindustry (which started as a one-man project mixing Factorio-like factory building with tower defense, and gained a strong following). Performance potential in these cases is measured not just in revenue, but in community support, crowdfunding, etc., which can sustain the developers and allow expansion.
  • Leveraging Existing IP with Tower Defense: While obtaining an IP might be tricky for a small team, even some moderate IPs or themes in the public domain can give a head start. For example, a small team made Doctor Who: Tower Defense (hypothetical) could attract that fandom with minimal marketing. Or using mythology (Greek gods defending Olympus TD) – themes that have built-in audience interest. The gameplay can be a straightforward TD with some story bits. Performance could be boosted by the IP recognition. We saw this with something like Digimon Rearise TD (if it existed) or any number of fanmade TDs on flash portals earlier – fans flock to the theme. The risk is IP licensing cost, but there are creative ways around it (inspired but not explicitly the IP).

In summary, small teams should focus on strong, simple core concepts that don’t require maintaining an MMO-scale infrastructure. Tower defense is actually a genre where a small team can shine – it doesn’t demand AAA graphics or massive open worlds, and a tightly designed TD can punch above its weight. The history of TD is full of indie success: from the Warcraft III modders who made the first popular TDs to the small studios behind hits like Kingdom Rush, Gemcraft (another indie TD on PC), and Bloons (which started as flash games by a tiny team). The key is to either do one thing extremely well (like strategic depth or humor or a novel mechanic) or combine a couple of proven casual hooks (like idle + TD, or match-3 + TD as in Tower Swap, an indie mentioned on Reddit).

Such concepts, when executed by 5–8 people, can achieve strong performance in their category – maybe not all will be top 10 grossing, but they can secure millions of downloads or a million dollars or more in revenue, which for a small outfit is a big win. And on the off chance it really catches fire (as Among Us did for party games, or Clash Royale did from a small prototype), it could even become the next big global thing, all starting from a lean development.

Conclusion

The tower defense genre in 2025 is a mix of enduring classics and innovative hybrids. The top 20 mobile TD games illustrate how the genre has grown far beyond placing towers on a map – it now encompasses deep RPG systems, PvP battles, and city-building meta-games. Common threads to success include robust progression systems, frequent updates, and in many cases, social or competitive layers keeping players hooked.

We see a clear distinction yet cross-pollination between Chinese and Western approaches: Chinese titles push the envelope on monetization and content scale, achieving massive revenue with relatively hardcore designs, while Western titles often focus on refined gameplay and broader accessibility, achieving longevity and large player bases (even if monetization per player is lower). The most successful games borrow strengths from each other – e.g., a Western-targeted game with deep monetization or a Chinese game with global-friendly design.

Global success comes to those who can appeal to diverse audiences, adapt to local tastes, and market smartly. Some games become global phenomena (like Clash Royale did, or Arknights in its niche) while others remain regional hits due to theme or distribution limits. Importantly, in the mobile TD space, revenue doesn’t always scale with downloads – games like Arknights and Whiteout show how powerful monetization can yield outsized revenue from a committed fanbase, whereas beloved titles like PVZ rely on sheer volume of players.

Retention is a challenge in the attention economy of mobile gaming, but the TD games that offer either competitive adrenaline or a steady stream of new content manage to retain Tier-1 market players for the long haul. This creates opportunities for monetization and community building that further reinforce their success.

Finally, the genre remains open to small teams and new ideas. Many of the best-performing concepts began as indie projects. A team of eight or fewer, with the right idea – be it a novel gameplay twist or a well-crafted classic experience – can still break through and capture players’ imaginations (and play time) worldwide. As the tower defense genre continues to evolve, we can expect to see more merging of genres, inventive monetization models that try to balance fairness and profitability, and hopefully, continued fun and strategic depth that keep this genre a fan-favorite in mobile gaming.

Sources:

  • Sensor Tower – Top Tower Defense games performance data (Q2/Q3 2024)​ sensortower.comsensortower.com; March 2025 global charts​ sensortower.com.
  • Revenue and download estimates from industry reports (Udonis 2025 top grossing list​blog.udonis.coblog.udonis.co, Reddit analytics, Business of Apps) for games including Whiteout Survival, Age of Origins, Clash Royale, Lords Mobile, State of Survival, Arknights.
  • Press releases and news: Rush Royale metrics by My.Games​ wnhub.io, Plants vs Zombies 3 soft-launch closure ​ign.com.
  • Community and developer communication: Bloons TD6 update history​ youtube.com, Arknights revenue discussion ​reddit.com, Summoner’s Greed community revenue discussion ​reddit.com.
  • Game-specific official sites and app store descriptions for unique features (Tap4Fun’s Kingdom Guard merge mechanic​ mumuplayer.com, etc.).
  • Note: Financial figures are estimates from cited sources; actual figures may vary. All cited data is intended to illustrate trends and comparative performance.

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