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WeChat Mini Games Reports 70 Titles Above 1 Million DAU in 2025

WeChat Mini Games Reports 70 Titles Above 1 Million DAU in 2025

Platform data points to rising scale, engagement, and monetization across WeChat mini games in 2025

31 JAN 2026, 07:32 PM

Highlights

  • 70 WeChat mini games surpassed 1M daily active users in 2025.
  • The platform maintained over 500M monthly users, with higher retention and engagement.
  • Developer participation and monetization increased, led by stronger IAP and PC performance.

WeChat Mini Games are lightweight titles that run directly inside WeChat, the messaging and payments platform owned by Tencent, enabling instant play without downloads. What began as a casual format has steadily expanded into a large-scale game distribution channel embedded in China’s most widely used messaging and payments ecosystem.

That evolution was reflected in new data disclosed on Jan 15 at the 2026 WeChat Open Class PRO event in Guangzhou, China. The WeChat Mini Games team stated that nearly 70 mini games surpassed 1M daily active users (DAU) in 2025. More than 300 titles generated over RMB (Chinese Yuan Renminbi) 10M (~$1,439,180 USD) in quarterly revenue.

In-app purchase (IAP)-based mini-games reached about 300M monthly active users (MAU) in 2025, while Integrated Access Authority (IAA)-driven titles climbed to roughly 400M MAU. 

Overall, monthly active users remained above 500M, with daily active users up 10% year-on-year (YoY). High-retention users, defined as playing at least 10 days per month, increased 27%.

WeChat Mini Games 2025 Data Signals Platform Maturity

The ecosystem supported over 400K developers in 2025, around 80% of them in teams with fewer than 30 people. More than 5K teams launched mini games on the platform for the first time during the year.

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PC mini-game active users grew 30% year-on-year, IAP revenue rose 35%, payment penetration increased 50%, and average user time spent doubled. Paying users now spend over 50 hours per month, contributing to the overall market growth of 25%, with female-oriented games growing nearly twice as fast as male-focused titles.

Product director Li Qing pointed to iterative improvements and long-term operation in representative titles, citing ongoing updates as a driver of performance gains.

Disclaimer: This article makes use of machine-translated data from Simplified Chinese to English.

Probaho Santra is a content writer at Outlook India with a master’s degree in journalism. Outside work, he enjoys photography, exploring new tech trends, and staying connected with the esports world.

Published At: 31 JAN 2026, 07:32 PM
Tags:China