Diablo 4 has made over $150M from microtransactions, achieved over $1B in lifetime revenue

Diablo 4 sorceress wearing a ice-themed skin on a dark background
(Image credit: Tyler C. / Blizzard)

As spotted by Gamepressure, the LinkedIn profile of Harrison Froeschke made for some interesting reading—at least, before he realized and hid it. As the senior product manager on Diablo 4, Froeschke had good reason to boast about the action RPG's profits, and to be more specific than usual about how they broke down.

As Froeschke wrote, his role at Blizzard included "Leading the monetization strategy of the store cosmetics, pricing, bundle offers, personalized discounts, and roap planning which have driven over $150M MTX lifetime revenue" as well as executing "every step of game sales since game pre-order to the first expansion by configuring and collaborating with other teams resulting in over $1B total lifetime revenue".

Those eye-watering numbers shouldn't be too surprising, given that high-profile failures we've seen along the way.

Diablo 4's first expansion, spiritborn who specializes in martial arts and spirit animals, a jungle region, recruitable NPC mercenaries, a co-op dungeon, more skills for each class, and a runeword system that lets you create custom skills, even borrowing them from other classes. 

Jody Macgregor
Weekend/AU Editor

Jody's first computer was a Commodore 64, so he re having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia's first radio show about videogames, how weird Lost Ark can get. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.