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Tencent’s latest financial report shows that Valorant Mobile is the most successful mobile‑game launch in China this year. The game was released in early access in April and saw a good growth. After its stable release, the game registered higher first‑month daily active users (DAUs) and revenue than any other Chinese mobile title launched in 2025.

The numbers are impressive. By October, the combined monthly active users (across PC and mobile versions of the franchise) soared past 50 million in China. It shows that Chinese gamers enjoy high‑quality, tactical first‑person shooters tailored for mobile devices.

The success came from a mix of favourable timing, strong demand for shooter games, and appealing cross‑platform synergy. The PC version of the game already had an audience. With the mobile version, Tencent managed to capture that interest on smartphones.

Interestingly, this launch also catalyzed renewed interest in the PC edition. Tencent noted that after the mobile release, both DAUs and gross receipts for the PC game hit record highs in September. This boost was attributed to the release of esports-themed weapons in the PC version.

But Valorant Mobile is not an isolated success. Tencent’s broader gaming business also saw strong numbers in Q3 2025. Overall revenue grew 15 per cent year‑on‑year, reaching RMB 192.9 billion, while gross profit rose 22 per cent.

Domestic titles such as Delta Force also performed very well: the game surpassed 30 million DAUs in September and ranked among the top three in industry gross receipts during the quarter.

Meanwhile, international games backed by Tencent’s investments, such as Clash Royale, hit all‑time highs in monthly active users and revenue in September. Their gross receipts grew more than 400 per cent year-over-year. Even evergreen titles like Honor of Kings showed strong stability: on its 10th anniversary in October, it reached 139 million daily active users, while enjoying year-over-year growth in gross receipts for the quarter.

Tencent’s Q3 report emphasised that gaming is just one pillar of its growth also surged 21 per cent year‑on‑year.

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