Looking at the global mobile gatcha game revenue rankings for March 2026 on a certain platform, Love and Deepspace ranked #1 with an estimated revenue of $40,000,000 (around ¥6 billion).
So how much do mobile games usually make in a month?
- $6–7 million → Mid-level hit
- $20 million → Major hit
- $30–65 million → Top-tier
In March, Love and Deepspace surpassed Genshin Impact, which had ranked #1 in February. Unlike Genshin Impact, which has a mixed-gender player base, Love and Deepspace is played mostly by women. The surge in March revenue was likely driven by Caleb’s Myth banner. In fact, I personally spent more than ever before on that banner because he’s my favorite character.
★★Check out my article about Sylus Birthday Banner (Apr 13 – Apr 20) here ★★
So, how much do players actually spend on gacha games?
There’s no official data for average spending, but it’s generally believed to follow the “whale model.”
- Free-to-play players → Majority
- Light spenders → A decent portion
- Heavy spenders → Very few, but generate most of the revenue
The whale model refers to a structure where a small number of high-spending players contribute the majority of revenue.
To visualize this:
Out of 100 players
- 90 players → $0 or a few dollars per month
- 9 players → $10–$100 per month
- 1 player → $1,000–$5,000+ per month
This “whale” group, though small in number, dominates total revenue—hence the name.
Based on community observations, the spending distribution in Love and Deepspace likely looks something like this:
■ Free-to-play → $0 (a consistent portion)
■ Light spenders (probably the largest group) → $7–$40/month
Usually just monthly passes and occasional pulls
■ Mid spenders → $70–$200/month
Pull for their favorite characters, but not always to pity
■ Heavy spenders (smaller group, but core revenue drivers) → $300–$1,500+/month
Aim for R2/R3 on myth banners, often go to pity, and may pull for multiple characters
Which group do you fall into?
Interestingly, many players temporarily shift their spending behavior during major banners. For example, players like me may move from mid-spender to heavy-spender when their favorite character’s myth banner appears. This kind of temporary surge likely explains why March revenue spiked so dramatically. In other words, the monetization structure of Love and Deepspace cannot be understood through averages alone—it is driven by a combination of high-spending players and sudden bursts of spending during major events.

