Glu Mobile released Design Home a year ago, and the mobile game publisher said the title has generated 30 million downloads and $71.5 million in bookings through the end of the third quarter ended September 30.
In honor of the anniversary, San Francisco-based Glu dug out some more statistics on how engaged players have been. Design Home has more than a million daily active users, and they have designed 500 million rooms. Those rooms have been loaded with more than 12,000 unique pieces of luxury furniture. Many of the virtual pieces of furniture are based on dozens of real-world interior design brands such as Kathy Kuo.
Glu said Design Home has become its fastest-growing title. Crowdstar developed Design Home as well as its predecessor Covet Fashion, which has been downloaded more than 50 million times. Then Glu acquired Crowdstar and began actively promoting Design Home, which took off among older female audiences — a group that isn’t always considered a primary target for games.
“One year ago, Glu launched Design Home and introduced an innovative digital experience to an under-served demographic,” said Nick Earl, the CEO of Glu, in a statement. “Leveraging unique partnerships with interior design brands like Kathy Kuo, Design Within Reach, Apt2B, and more, we’ve harnessed beautiful 3D graphics and deep social competitive challenges into one seamless experience. This level of success could not have been achieved without the unwavering creativity and engagement of Design Home’s global audience, and I look forward to what the future holds for this title.”
The platform offers players the opportunity to create the room of their dreams – from private island escapes to luxury high-rise apartments. Players flex their creativity by filling 3D spaces with real furniture and decor. Then they put up the rooms for an audience vote, and the winners of the contest earn some cred in the Design Home community.
Glu reported its financial results on November 1. In the third quarter ended September 30, the company reported revenue of $81.1 million, up 58 percent from $51.3 million a year earlier. The net loss was $11.6 million, or 9 cents a share, compared to a loss of $43.7 million, or 33 cents a share, a year earlier.
You can't solo security COVID-19 game security report: Learn the latest attack trends in gaming. Access here