Resident Evil 2 remake has sold fewer than 10,000 copies on iOS, estimates suggest
Since the price rose from $10 to $40, it’s estimated that fewer than 200 people have bought it
The iOS version of the Resident Evil 2 remake has still to pass the 10,000 sales mark, estimates suggest.
As reported by Mobilegamer.biz, data from mobile app tracking service Appmagic estimates that the game has just passed $100,000 in in-app purchase earnings since its release in December 2024.
While the Resident Evil 2 remake is initially a free download on iOS, it only offers a limited sample of the main game, so players can ensure it works on their device.
In order to unlock the full game, players need to make an in-app purchase, which was sold at a heavily discounted price of $10 for the game’s first month.
According to Appmagic data, the app made Capcom around $95,000 during that period, suggesting that around 9,500 players paid for the full game.
The discount ended on January 9 and the in-app purchase now costs $40. Appmagic data says around $7,000 has been made since then, suggesting around 175 have bought the game this month since it went full-price.
If accurate, the figures represent the latest in a string of iOS ports of AAA games that have failed to sell in huge numbers, presumably due to a combination of their high price (relative to other mobile games) and the limited number of devices powerful enough to run them.
When Resident Evil 7 was ported to iOS in July 2024, Appmagic estimates suggested the free version was downloaded around 83,000 times in its first two weeks, but that only around 2,000 customers paid the $20 fee to unlock the full game.
The previous month, it was suggested that ports of Resident Evil 4, Resident Evil Village, Death Stranding and Assassin’s Creed Mirage all had similarly slow launches.
Following this news, Appmagic head of content Andrei Zubov told Mobilegamer.biz at the time that he believed the outlook for console games on Apple’s devices was concerning.
“Looking at the top-performing mobile premium games, we can see that many are originally indie titles,” he explained. “These games typically feature simpler controls, prioritize unique art styles over high-end graphics, and are suited for shorter play sessions. These are the usual attributes of successful free-to-play mobile games.”
Zubov also pointed out that the audience for higher-budget games on iOS is very likely to already own a modern console capable of playing them.