Candy Crush Saga recorded an estimated 170 to 176 million monthly active users in early 2026, down from 180 million the year before. The game earned $1.09 billion in 2024 and has been downloaded over 3.6 billion times since its April 2012 launch. Here is a full breakdown of Candy Crush Saga statistics covering player counts, revenue, spending, demographics, and platform data.

Key Candy Crush Saga Statistics

  • Candy Crush Saga has between 170 and 176 million monthly active users as of early 2026.
  • The game generated $1.09 billion in revenue during 2024.
  • Lifetime revenue has passed $20 billion since the 2012 launch.
  • Total downloads across all platforms exceed 3.6 billion.
  • Over 9 million people play Candy Crush Saga for more than three hours every day.

How Many People Play Candy Crush Saga in 2026?

Candy Crush Saga had roughly 176 million monthly active users in early 2025. That number has drifted down to an estimated 170 to 176 million by early 2026. Daily active users sit around 20 million globally. The decline has been gradual compared to sharper drops in 2023, which points to a more stable remaining audience. At its peak in 2015, Candy Crush Saga reached 327 million monthly players.

MonthAverage PlayersPeak Players
Jan 20261,698,400482,100
Dec 20251,724,500495,200
Nov 20251,710,300488,700
Oct 20251,736,800501,400
Sep 20251,751,200508,600
Aug 20251,769,400514,200
Jul 20251,782,600519,800
Jun 20251,798,100526,300
May 20251,814,500531,900
Apr 20251,839,200542,100
Mar 20251,826,700535,400
Feb 20251,848,800499,200

Source: Business of Apps

Average monthly concurrent players dropped from around 1.85 million in February 2025 to roughly 1.70 million by January 2026. For context on how other mobile games are performing in 2026, the broader market shows similar plateau patterns across casual titles.

Candy Crush Saga Annual Revenue

Candy Crush Saga has earned more than $1 billion annually for three straight years. Revenue held steady between 2022 and 2024 at around the $1 billion mark. King, the developer, earns most of its income from in-app purchases. Advertising was reintroduced in 2018 and contributes a smaller share. The 2025 projection sits at approximately $1.10 billion, on pace with recent years.

YearRevenue (Billion USD)
2025 (Projected)$1.10
2024$1.09
2023$1.24
2022$1.10
2021$1.19
2020$1.19
2019$1.01
2018$0.95
2017$0.91
2016$0.88
2015$0.93
2014$1.33

Source: Priori Data

2014 was the highest-earning year at $1.33 billion. Revenue dipped to $0.88 billion in 2016 before climbing back above $1 billion by 2019. Compared to other mobile earners like Genshin Impact and PUBG Mobile, Candy Crush Saga has maintained an unusually long run at the billion-dollar level.

Candy Crush Saga Monthly Player Spending

April 2025 set a near-record for monthly in-app purchase earnings at $108.25 million, driven largely by the Candy Crush All Stars tournament. The United States accounts for an estimated 40 to 45% of total IAP revenue. Only about 4% of Candy Crush Saga players make purchases, yet that small group generates billions over time.

MonthSpending (Million USD)
Apr 2025$108.25
Mar 2025$102.25
Feb 2025$87.17
Jan 2025$82.40
Dec 2024$91.30
Nov 2024$85.60
Oct 2024$88.70
Sep 2024$83.20
Aug 2024$86.40
Jul 2024$84.90
Jun 2024$82.10
May 2024$81.50

Source: Priori Data

Candy Crush Saga Player Count by Country

The United States leads in both revenue and total rounds played, with American players having completed over 212 billion rounds since launch. India ranks as the top country for Google Play downloads. Candy Crush Saga is played in 196 countries.

RankCountryInterest Level
1United States100%
2United Kingdom78%
3Spain62%
4India54%
5Japan48%
6Germany45%
7France41%
8Brazil38%
9Mexico35%
10Italy32%

Source: Business of Apps

What Platforms Is Candy Crush Saga On?

Mobile players make up an estimated 95% or more of Candy Crush Saga’s total active user base. The game runs on iOS, Android, and Windows 10/11 through the Microsoft Store. King has not released it on any console. The Windows version accounts for a small fraction of total players.

PlatformAvailable
AndroidYes
iOSYes
Windows (Microsoft Store)Yes
MacNo
PlayStationNo
XboxNo
Nintendo SwitchNo

Source: Wikipedia

Candy Crush Saga Twitch Statistics

Candy Crush Saga has a minimal presence on Twitch. The game averaged about 33 concurrent viewers in 2025, with an all-time peak of 2,042 viewers recorded in 2023. Around 85 streamers broadcast the game during 2025, generating 63,400 total watch hours. The casual, single-player nature of the game doesn’t attract the kind of streaming audience that competitive titles like Call of Duty: Mobile or GTA V pull in.

MetricValue
Peak Average Viewers228
All-Time Peak Viewers2,042
Total Streamers (2025)~85
Watch Hours (2025)63,400

Source: SullyGnome

About Candy Crush Saga

Candy Crush Saga launched on April 12, 2012. King developed it, and the studio is now a subsidiary of Microsoft following the Activision Blizzard acquisition. It is a free-to-play match-three puzzle game where players swap colored candies to clear levels with specific goals. The game has over 16,370 levels, with new ones added weekly. The average player age is 30, and 54% of players are female. King monetizes through in-app purchases of extra lives, boosters, and gold bars.

FAQ

How many people play Candy Crush Saga in 2026?

Candy Crush Saga has an estimated 170 to 176 million monthly active users as of early 2026, with around 20 million daily active users worldwide.

What was the Candy Crush Saga peak player count?

Candy Crush Saga hit a peak of 327 million monthly active users in 2015. The current player count is about half that figure.

How much money does Candy Crush Saga make per year?

Candy Crush Saga earned $1.09 billion in 2024 and has generated over $20 billion in total since launch.

Is Candy Crush Saga on consoles?

No. Candy Crush Saga is only available on iOS, Android, and Windows 10/11 via the Microsoft Store. There are no console versions.

What percentage of Candy Crush Saga players spend money?

About 4% of players make in-app purchases. That small share of paying users generates billions in lifetime revenue for King.

Sheldon has spent over a decade immersed in retro gaming, from NES classics to arcade gems. He's deeply passionate about preserving gaming history and helping others rediscover these timeless titles. When he's not gaming, Shaun writes about the evolution of video games and their cultural impact.