Destiny: Rising Loses Revenue and Audience After Flop of Second Season and “Light-Touch” Monetization

Destiny: Rising Loses Revenue and Audience After Flop of Second Season and “Light-Touch” Monetization

The mobile adaptation of Destiny by Bungie and NetEase launched strongly, but three months after release the metrics are slipping and player interest is rapidly fading.

Since Destiny: Rising released three months ago, the analytics platform Appmagic estimates the mobile edition has generated roughly $12 million in revenue for Bungie and NetEase. Total downloads since the global launch on August 28 have topped 4.4 million, and daily revenue peaked in early September at as much as $319,000 per day.

That picture has changed. Daily earnings have dropped to roughly $25,000, and the second season, which began in early November, failed to meet expectations. Players complain about a dearth of fresh content and a sense of stagnation: no new regions have been added, there are no full-scale raids, the narrative has barely progressed, and developers appear to be focusing mostly on cosmetic additions. As a result, player engagement is plunging.

On Reddit there are increasingly frequent reports that matchmaking in multiplayer modes can take 15–20 minutes or more without forming a team.

Analysts at Mobilegamer.biz argue the revenue decline stems not only from the content drought but also from overly gentle monetization. The gap between paying users and free-to-play players is minimal, and purchase-based advantages are disabled in portions of the content, so many users have little incentive to spend.

In November 2025 NetEase, which handles the mobile version, acknowledged a number of issues and said it is working to resolve them. The first major update, intended to address several outstanding problems, is slated for early 2026. However, fans worry the game may falter before that and are urging the developers to accelerate their fixes.

 

Source: iXBT.games