WeChat Mini Game Developers Conference: Newly launched games can enjoy a revenue share exemption of up to 50 million yuan. The growth rate of a certain IAP category reaches 210%, and the PC advertising spend increases by 35%.
On May 27th, at the 2026 WeChat Mini Game Developers Conference held at the Hangzhou Baima Lake International Convention and Exhibition Center, a lecturer from the WeChat Open Class introduced the latest user and product data of WeChat mini games.
The following is the speech content compiled by DataEye Game Observation based on key data:
In terms of the overall market, the monthly active users of WeChat mini games have exceeded 500 million, the average user session duration has exceeded 60 minutes, users have actively engaged in social interactions over 100 million times, and more than 50% of active users will actively access mini games. Playing mini games has become a habit.
Meanwhile, the scale of the WeChat mini game developer community has exceeded 500,000, and more than 80% of them are small and medium - sized teams with fewer than 30 people. The commercial scale of mini games has also increased for 8 consecutive years. In the past year, there were more than 80 mini games with a daily active user (DAU) of over one million, and more than 300 mini games with a quarterly turnover of over ten million. As the second growth curve of the mini - game ecosystem, 40% of the monthly active users of PC mini games are exclusive to the PC platform, becoming an incremental pool outside the mobile end.
Specifically, for IAA, IAP, and PC mini games, the WeChat mini - game lecturer elaborated on the data and category potential of each.
IAA Mini Games: MAU Reaches 400 Million Person - Times
Weng Yugan mentioned that as of this year, the MAU of WeChat IAA mini games has reached 400 million person - times, and 70% of the users only play IAA mini games. The per - capita IPU has also increased by 20%, and the per - capita daily game duration has increased by 22%. Overall, the user scale of IAA mini games has increased by 25%, and the commercial scale has increased by 30%. There are more than 1,400 products with an annual turnover of one million, and new products with a turnover of over ten million appear every month.
In terms of user distribution, the user group is more national. Users aged 18 - 45 account for 70%, female players are more active, accounting for 60%, and the per - capita plays 7.5 IAA mini games per month.
In terms of gameplay categories, in the past year, the traditional elimination and puzzle tracks have developed well. Taking the four categories in the left - hand picture (the picture below) as an example, the dark part represents the scale, and the light part represents the potential we predict under the trend of category introduction. We hope that everyone's creativity can be more concentrated to exert their innovation and upgrade capabilities.
We believe that in the AI era, these three types of games will have a cooperative development prospect. First is the creative single - round game, such as ultra - casual and competitive games driven by hidden rules, which are particularly suitable for AI production. The second is the content carrier. In the AI era, material production is particularly simple. Finally, it is the gameplay upgrade. We believe that AI can help everyone use it as a prototype and quickly apply it to creative production.
In terms of commercial empowerment, this year, in order to help everyone create high - quality products and invest in longer - term operations, we mainly mentioned the following points:
First, after each mini game is launched on the platform, it can choose an incentive method that suits itself according to its category characteristics. For example, for light and medium - level rewards, a 40% incentive bonus can be obtained within 30 days, so that the comprehensive income can reach 90%. If the game is of higher quality and can keep users playing continuously, we recommend that you choose the long - term incentive. On the basis of a 50% incentive, a 35% commission rate can be added within 90 days, so that an 85% income share can be achieved within 90 days.
The second is the re - engagement policy, which is the latest incentive quota this year. If we recall users who have been inactive for more than 45 days, they can enjoy the same incentive plan as new users.
IAP Mini Games: The Growth Rate of the Simulation and Management Category Reaches 210%!
Yang Jingyi mentioned that as of this year, the MAU of WeChat IAP mini games has reached 300 million person - times, the user session duration has increased by 8%, and the habit of launching the games has been formed, with an average of 8 launches of IAP mini games per day. Overall, there are more than 700 IAP mini games with an MAU of over one million, more than 100 with an MAU of over five million. The stickiness of active users has reached 80%, and the stickiness of core users has reached 95%.
In terms of gameplay categories, the entire revenue scale has achieved a very high breakthrough. Among them, the simulation and management category has achieved a growth rate of 210% in the past year, the two - in - one track still maintains an annual growth rate of 70%, the turn - based RPG maintains a growth rate of 50%, and the squad RPG has a growth rate of 60%.
In terms of content opportunities, in the past year, many categories have been well - verified. For example, for MMO, idle, simulation and management, and card games, some products' pre - sales scale can exceed 50 million, some products' pre - sales scale can even double the historical peak of the entire category, and the new social sharing of some products can account for 87%.
The second opportunity point is the "she - power". First, the scale of female paying users has increased by 20%, and the APRU has increased by 10%. In the casual track, the female turnover accounts for about 80%. In the medium - and heavy - duty tracks, the proportion of female paying users of a certain SLG product can reach 20%. From a development perspective, in addition to helping users improve adaptability and the fun of social interaction, it can also stimulate women's commercial spending to a greater extent.
The third opportunity point is gameplay integration. For example, some popular gameplay in PC games, such as RPG + search - fight - retreat, card + auto - chess, card + classic board games, etc., have very rich strategic depth and gameplay.
The fourth opportunity point is the blue ocean of categories. For example, the scale of idle, tower defense, card, and MMO games has reached 300 - 500 million. Among them, the number of paying users is about 10 - 20 million. Because of the large number of users interested in such games and their increasing willingness to pay, it may be a phased blue ocean. We encourage everyone to think and invest in these categories.
In addition, we have also observed that FPS, MOBA, and APRG have gradually come into view. These products are still in the basic stage, but they have attracted hundreds of thousands of users online, indicating that mini - game users have a strong interest in and desire to experience these categories. In the future, with the increasing investment of developers in these industries, there will be broad development prospects.
In terms of incentive policies, in April this year, a policy of no revenue sharing for a turnover of 50 million was introduced, hoping to help relieve the pressure of online operations.
PC Mini Games: Advertising Consumption Increases by 35%
In terms of users, in the past year, the monthly active users of PC mini games increased by 10% year - on - year, and more than 40% of the users are only active on the PC. In terms of user portraits, users aged 20 - 40 account for 60%.
The online duration of PC mini - game users has doubled, and the payment has increased by 130%.
In terms of gameplay, there is an obvious difference from mobile - end mini games. The most popular gameplay includes legend, MMO, and tower defense, because the PC can better meet players' needs for this kind of content.
For future opportunities, gameplay such as SLG and MMO may have a large increase in users and scale due to the operation experience.
Meanwhile, the advertising consumption on the PC has also increased by 35%.