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Chronicles

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Tencent claims it crossed a record 100M DAUs on its mobile game Honor of Kings, which has an unusually high women player base of around 50%

At its five-year anniversary gala graced by celebrities, esports stars and orchestras, Tencent's mobile game Honor of Kings said it has crossed 100 million daily active users.

TechCrunch Rita Liao

Context & Ripple Effects

The five-year anniversary milestone closes a loop that began with the 2015 launch: Honor of Kings became the first game in history to reach 100M daily active users, after it had already propelled Tencent's mobile game revenue past PC as far back as its record 2017 quarter.

The monetization behind the milestone is equally historic — Sensor Tower counted over $10B in lifetime revenue, a mobile first — and TiMi Studios' roughly $10B in 2020 revenue shows the title remains Tencent's single biggest gaming engine. The ~50% female player base is the quieter headline: a MOBA drawing a balanced-gender audience at this scale is rare, and the celebrity-and-esports gala framing treats the game as mainstream entertainment, not a niche product.

First-order effects

  • Tencent and TiMi Studios now operate the largest daily-audience franchise in mobile gaming, with the anniversary positioning Honor of Kings as a brand platform for esports, celebrity tie-ins and merchandising on top of in-game spend.
  • The confirmed ~50% female base gives Tencent a proven template for audience breadth that its other flagship, PUBG Mobile — the world's other top-grossing mobile title — can be measured against.

Second-order effects

  • Rival mobile MOBA and battle-royale publishers face pressure to design for demographic breadth rather than core-gamer depth, since Honor of Kings' revenue dominance shows a balanced-gender audience scales monetization as well as engagement.
  • Tencent's esports and entertainment partners gain a five-year-old, 100M-user stage, shifting sponsorship and celebrity investment toward games that function as durable media properties rather than hit-driven products.

Third-order effects

  • If the pattern holds, mobile gaming consolidates around a handful of decade-scale franchises — Honor of Kings, PUBG Mobile — where the moat is accumulated audience and brand, not any single release cycle.
  • A ~50% female player base at record scale argues that the industry's default assumption of a male-skewed competitive-gaming audience is a design choice, not a market limit, and future MOBA and esports titles will be built accordingly.

The trend: Top mobile games are maturing into decade-scale entertainment franchises whose value rests on broad, balanced audiences and brand extensions rather than hit-driven release cycles.