Fortnite's iOS revenue is at the same level as Supercell's Clash Royale after five months on the App Store, according to new data from Sensor Tower.
Epic's hugely popular battle royale game launched on iOS in mid-March, and earned $100 million in just 90 days.
Fortnite's iOS revenue has increased to $200 million in the time since, according to estimates from Sensor Tower, putting it on a par with Supercell's Clash Royale in a similar timeframe.
The game's biggest market on iOS, by far, is the United States, which accounts for 63 per cent of that $200 million. The next biggest iOS market is the UK, with just 5 per cent of the total.
For most releases, Sensor Tower uses combined estimates from both the App Store and Google Play, but that isn't possible for Fortnite. Earlier this month, Epic announced that it would be skipping the official storefront, opting instead to offer its own launcher for Android.
"The 30 per cent store tax is a high cost in a world where game developers' 70 per cent must cover all the cost of developing, operating, and supporting their games," Epic CEO Tim Sweeney said.
"There's a rationale for this on console where there's enormous investment in hardware, often sold below cost, and marketing campaigns in broad partnership with publishers. But on open platforms, 30 per cent is disproportionate to the cost of the services these stores perform, such as payment processing, download bandwidth, and customer service."
Sweeney also said that Epic preferred to build, "a direct relationship with all our customers."