Clash of Clans vs Minecraft: Play with Friends!
Revenue, downloads, ratings and category context for two iOS apps. Figures are estimates and should be read as ranges, not exact totals.
| Metric | Clash of Clans | Minecraft: Play with Friends! | Readout |
|---|---|---|---|
| Estimated revenue / mo | ~$15M | ~$8.0M | Clash of Clans |
| Revenue band | $15M (point est.) | $8.0M (point est.) | Use range + confidence |
| Estimated downloads / mo | ~600k | ~468k | Clash of Clans |
| Download band | 600k (point est.) | 468k (point est.) | Use range + confidence |
| Rating | 4.76 | 4.51 | Clash of Clans |
| Rating count | 2.8M | 825k | Clash of Clans |
| Tracked keywords | 3 | — | Clash of Clans |
| Category | Games | Games | Same market |
Which app is bigger?
Clash of Clans and Minecraft: Play with Friends! are compared inside Games with monthly revenue, downloads, rating, review volume, keyword footprint, category placement and range context. Clash of Clans has about 600k monthly downloads and Minecraft: Play with Friends! has about 468k, while revenue readouts are $15M and $8.0M. Clash of Clans wins the revenue readout, Clash of Clans wins demand, Clash of Clans has deeper review volume, and Clash of Clans has the larger tracked keyword footprint. The better app depends on the job: choose the revenue leader when you need monetization proof, choose the download leader when reach matters, and choose the higher-rated or deeper-reviewed app when market trust is the constraint. Read both ranges rather than only the midpoint, then open the category hub and related collections to see whether this pair is an outlier or a normal category pattern.