Nintendo’s Tomodachi Life Crashes Console Revenue Chart at #1, Outselling Fortnite and EA Sports FC 26 in April

May 28, 2026 at 06:00am EDT
A split image showing a character from Windrose, a wedding scene in Tomodachi Life, and a demonic figure from Diablo IV, based on a Newzoo report.

Today, Newzoo, a dedicated source of video game industry market intelligence for PC and console markets, has released its April 2026 games market charts, tracking engagement and revenue performance across PC and console platforms, and the highlight was undoubtedly Nintendo's surprise hit, Tomodachi Life: Living the Dream.

Console MAU & Revenue

On console, the top 10 by Monthly Active Users remained entirely unchanged month-over-month across 37 major markets. Fortnite held firmly to the #1 spot, followed by ROBLOX and Grand Theft Auto V, with Call of Duty HQ, Minecraft, Rocket League, EA Sports FC 26, Tom Clancy's Rainbow Six Siege, NBA 2K26, and Apex Legends rounding out the list.

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The revenue picture in the six major Western markets was way more dynamic. Tomodachi Life: Living the Dream debuted at #1, becoming the top new release by revenue so far in 2026, leveraging the Nintendo Switch's large existing install base (the game is not a Switch 2 exclusive, unlike titles like Mario Kart World and Donkey Kong Bananza). Fortnite held at #2, while EA Sports FC 26 slipped one position to #3. NBA 2K26 climbed two spots to #4, with its strong console performance linked to its availability on Game Pass, demonstrating how subscription inclusion can meaningfully extend engagement for annualized franchises. MLB The Show 26 fell two positions to #5.

Call of Duty HQ climbed four spots to #6, while Crimson Desert slipped two positions to #7. ROBLOX surged five places to #8, and Minecraft rose two spots to #9. PRAGMATA debuted at #10, generating strong early traction for a new intellectual property.

PC MAU & Revenue

On PC, the top 10 by Monthly Active Users was similarly entrenched. Counter-Strike 2 maintained the #1 position, followed by Minecraft, ROBLOX, Fortnite, and League of Legends. The Sims 4 held at #6, with Valorant (+1), Rocket League (+1), Overwatch (-2), and Dota 2 completing the list of evergreen hits.

PC revenue showed the most notable movement of the month. Counter-Strike 2 climbed two positions to lead the chart, with Fortnite holding steady at #2. The pirate-themed game Windrose was the most striking new entrant, debuting at #3. It's a strong opening for a relatively unknown studio that reflects continued demand for polished survival-crafting experiences that reduce onboarding friction without necessarily sacrificing progression depth.

Valorant rose two spots to #4, and League of Legends climbed four to #5. Crimson Desert fell five positions to #6, while Diablo IV was the month's biggest mover, surging 11 positions to #7 following the launch of its great Lord of Hatred expansion and its new player-directed endgame systems. PRAGMATA made a solid PC debut at #8. World of Warcraft fell five spots to #9 following the end of the Midnight expansion's surge, while Overwatch climbed one place to #10.

April's Newzoo data connects to last month's report, which found that titles ranked 21st and below now account for 56% of total PC gaming revenue in Western markets, up from 48% in 2022. The new charts don't contradict that finding so much as illustrate where the tension lies.

The MAU rankings on both PC and console remained virtually immovable, dominated by the same entrenched free-to-play ecosystems that have defined the top five for years. But the revenue charts (particularly on PC, where Windrose debuted at #3 and PRAGMATA entered at #8) show the top 10 becoming more permeable than it once was. The top of the market is still locked, but new titles are finding space just below it.

The previous report also found that below the Top 20, 73% of PC playtime goes to premium games, and that the Top 5 has been unchanged since 2023. April's report reinforces both points: the very top remains a fortress of free-to-play live service games, while the commercial opportunity for premium titles is increasingly being captured outside the traditional blockbuster tier, as long as they offer sufficient retention depth, ecosystem accessibility, or gameplay differentiation to sustain performance beyond launch.

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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