WeChat mini-games: 80 games have a daily active user (DAU) count of over one million, and there is no revenue sharing for the initial in-app purchase (IAP) revenue within 50 million.
Still rising?
On May 27, the 2026 WeChat Mini - Game Developers Conference was held in Hangzhou. At the conference, the WeChat Mini - Game team announced the latest platform data:
Currently, the monthly active users of WeChat mini - games exceed 500 million, the total number of developers exceeds 500,000, the number of mini - games with a DAU (Daily Active Users) of over one million has increased to 80, and the number of mini - games with a quarterly turnover of over ten million has exceeded 300;
The monthly active users of IAA (In - App Advertising) products exceed 400 million, and the number of IAA products with an annual turnover of over one million has exceeded 1,400;
The monthly active users of IAP (In - App Purchase) products exceed 300 million, the average game - playing time per user has increased by 8%, the number of IAP games with a monthly active user base of over one million has exceeded 700, and the number of IAP games with a monthly active user base of over five million has exceeded 100;
The monthly active users of PC mini - games have increased by 10%, the online time of users has doubled, and the payment has increased by 130%.
The detailed data is announced as follows:
01 WeChat Mini - Games: The Number of Products with a DAU of Over One Million Has Increased to 80
Currently, the monthly active users of WeChat mini - games exceed 500 million, remaining stable compared with the same period last year.
Among them, male users account for over 53%, female users account for over 47%; users in first - and second - tier cities account for over 45%, and users in cities below the third tier account for over 55%; users aged 20 - 40 account for half of the total user base, and users over 40 account for 40% of the total user base; users spend an average of over 60 minutes per day on WeChat mini - games.
In addition, the number of interactions between WeChat mini - game users and their friends through mini - game products exceeds 100 million times per day; over 50% of monthly active users will actively access through the unique capabilities of WeChat.
Currently, the total number of WeChat mini - game developers exceeds 500,000. Among them, 80% of development teams have less than 30 members.
The number of mini - games with a DAU of over one million has increased from 60 last year to 80; the number of mini - games with a quarterly turnover of over ten million has exceeded 300.
In 2026, to lower the creation threshold for developers and empower product commercialization, WeChat mini - games introduced four policies.
First, for the first launch of new IAP games, a policy of "no revenue sharing within 50 million" will be implemented to reduce the competitive pressure on new games by the platform's active concession.
Second, the condition for obtaining growth advertising funds for old IAP games has been reduced from "consume 2 to get 1" to "consume 1 to get 1" to lower the cost of old games to acquire new users.
Third, for IAA products, a dual revenue - sharing policy has been introduced. That is, development teams can choose the 90% revenue - sharing policy for quick recovery or the 85% incentive policy for long - term retention, so that development teams can make more appropriate choices according to their own products.
Fourth, for the PC scenario, an additional 10% of exclusive advertising funds will be actively set aside for IAP mini - games.
02 IAA Mini - Games: The Number of Products with an Annual Turnover of Over One Million Has Exceeded 1,400
In terms of specific fields, the monthly active users of the WeChat mini - game IAA market exceed 400 million, and about 70% of the users only play casual games.
The IPU (Average Number of Ad Displays per User) of IAA mini - game users on the platform and the average daily game - playing time have both increased by over 20%; the user scale and commercial scale have increased by over 25% and 30% respectively, and have maintained double - digit growth for many consecutive years.
In the past 2025, the number of IAA products with an annual turnover of over one million on the platform exceeded 1,400.
In terms of user portraits, among the users of WeChat mini - game IAA products, the group aged 18 - 45 accounts for 70%; females account for 60%, and males account for 40%. Different from the traditional mainstream feature that "men prefer to play games", in the IAA field, women have a higher interest and activity in casual games.
At the same time, IAA users have a wider range of product involvement. Currently, the average number of games played by IAA users per month is 7.5, indicating that most IAA players do not only play one game, nor are they only concentrated on a certain gameplay.
03 IAP Mini - Games: The Growth Rate of Some Categories Exceeds 200%
On the other hand, the monthly active users of the WeChat mini - game IAP market exceed 300 million, accounting for 60% of the overall market.
Compared with the same period last year, the average game - playing time per IAP user on the platform has increased by 8%, and the number of return visits to a single game per day is 8.
The number of IAP games with a monthly active user base of over one million on the platform has exceeded 700, and the number of IAP games with a monthly active user base of over five million has exceeded 100.
According to the observation of the WeChat mini - game team, the commercial scale of relatively heavy categories such as SLG and MMO in the IAP market remains at a high level, and more new SLG games will start testing in 2026; the revenue scale of categories in the middle, such as card games, has made a significant breakthrough; the casual category has grown rapidly, among which the year - on - year growth rate of simulation management games exceeds 200%, and the year - on - year growth rate of two - in - one games remains above 70%.
At the same time, the heavy and casual categories are not in a relationship of one rising while the other falling, but in a relationship of mutual promotion. On the one hand, different players have different preferences. Some like easy and casual games, while others like in - depth strategic confrontation; on the other hand, some products will also try to integrate light and heavy gameplays.
In the view of the WeChat mini - game team, there are still content opportunities in the current IAP market.
The first opportunity is to superimpose classic IPs on the mature gameplay framework.
In the past year, this idea has been verified in different categories: the monthly revenue of some products has exceeded ten million; the monthly revenue scale of some products has doubled the historical peak of the entire category.
Among the users of these products, over 50% of the users are outside the App circle. This may mean that WeChat mini - games can provide additional user volume for App products themselves.
The second opportunity is the power of women.
Specifically, the number of female paying users has increased by 20% year - on - year; the ARPPU (Average Revenue Per Paying User) of female users has increased by 10% compared with last year.
This shows that the strengthening of female payment has become a clear trend, and it is precisely this trend that has driven the casual category to reach new highs: in Q3 and Q4 last year, some new simulation management and two - in - one products were launched, and their monthly turnover could exceed ten million, or even 50 million; as of now, there are 10 products in the entire casual category with a monthly turnover of over ten million.
Moreover, once female users pay, their long - term retention and stickiness are generally stronger. The team observed that the turnover of female users in some products can account for 80%.
Even outside the casual category, the payment ability of female users should not be underestimated. In some top SLG products, the proportion of female paying users reaches 20%; in other categories such as tower defense, the payment ability of women is basically the same as that of men. The team analyzed that the understanding and application of the power of women should not be limited to casual and light games.
The third opportunity is the micro - innovation of current popular gameplays. The integration of gameplays is still a major trend this year. The difference is that this year, products need to make more improvements and upgrades at the gameplay level.
Popular gameplays in PC and mobile games, such as search, fight, and retreat, and auto chess, need to be re - understood and upgraded in the WeChat mini - game ecosystem to make the gameplays less hardcore and allow mini - game users to have a more enjoyable experience.
The fourth opportunity lies in blue ocean categories.
First of all, after 9 years of development in the WeChat mini - game ecosystem, the registered user scale of each mature category is quite large. For example, for idle and card games, the historical registered scale of a single category has reached 300 million, or even 500 million. Even if a category is defined, the effective user scale is over 100 million. Among them, the number of paying users is about 10 - 20 million.
In the past year, the team observed that new products have continuously emerged in these categories, and user needs have not been fully met. The team believes that these categories may have been in red ocean competition in the past, but at present in 2026, they may be in a stage of blue ocean.
Secondly, in addition to categories with a long accumulation time, there are also some categories with high growth rates, including casual categories such as simulation management, two - in - one, and match - three. The team said that they are very sure that in the future, match - three + simulation management, two - in - one + simulation management, and simulation management itself will be definite development formulas, but developers still need to make more innovative attempts in terms of theme and IP integration.
Finally, some new gameplays and tracks, such as MOBA, FPS, and ARPG, have also gradually entered the ecosystem.
The team said that since the WeChat mini - game ecosystem is still developing, there are still growth opportunities for both new and old products. Judging from the data, the monthly revenue scale of some IAP products that have been in operation for 5 or 8 years can still reach over ten million; for the phased marketing actions of many products, about 40% of the user turnover in the first month comes from new users.