Gameplay by Ferg
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October 1, 2019, was not just another mobile game launch. It was the day Call of Duty: Mobile (CODM) arrived, and with it, the boundaries of what mobile gaming could achieve were redefined. Developed by Tencent’s TiMi Studios and published by Activision, CODM wasn’t a stripped-down version of the console experience it was a full-featured, live-service FPS packed with iconic maps, console-tier performance, and multiple game modes. This was not just a port. It was a mission.
CODM’s launch wasn’t random. It came on the heels of rising mobile hardware capabilities and growing interest in competitive mobile titles, especially in America, the Middle East, Europe, Southeast Asia, India, China, and Latin America. It was also Activision’s direct answer to the mobile success of PUBG Mobile and Garena Free Fire. But what set CODM apart was its strategic balance between nostalgia and innovation, combining elements of Modern Warfare, Black Ops, and Battle Royale in one seamless package.
Before CODM's global debut, the project went through months of careful development and region-specific soft launches. First revealed in March 2019, it entered public beta by mid-year in places like India, Canada, and Australia. This phase wasn’t just for bug fixing, it was a deliberate tuning period where TiMi Studios evaluated gameplay feedback, tweaked monetization strategies, and optimized performance across a wide range of devices.
By the time the game officially launched worldwide on October 1, 2019, it already had a loyal beta community and a fine-tuned gameplay loop. Multiplayer and Battle Royale modes were there from day one. Zombies mode arrived shortly after, in November, adding yet another fan-favorite experience that cemented CODM as a serious FPS platform, not a throwaway mobile experiment.
One of the most pivotal figures in CODM’s early success story is Luke “iFerg” Fergie, a Northern Irish content creator who had already made a name in the mobile FPS scene. Starting with titles like Critical Ops and Rules of Survival, iFerg was no stranger to high-skill gameplay on mobile devices. But it was CODM where he truly took off.
During the beta phase, iFerg posted gameplay videos, tips, and breakdowns that helped new players transition from casual mobile users to serious FPS competitors. His clean HUD, smart positioning, and map awareness quickly became standards for the community. With millions of subscribers, iFerg wasn’t just a YouTuber, he was the face of CODM content.
His success helped legitimize mobile FPS gaming in a way no other figure had done before. He was also one of the earliest mobile creators to secure sponsorships, launch product lines, and partner with community-driven brands.
Around the same time, a new community-centric brand began to emerge: PuK Gaming. Co-owned by iFerg, PuK wasn’t just a brand, it was a response to the evolving needs of mobile players. As mobile gaming became more competitive, players began demanding tools to enhance performance and comfort. PuK filled that gap.
From high-quality finger sleeves and mobile triggers to cooling fans, phone grips, and customizable holders, PuK offered gear that met the real needs of players. They marketed their products through creator partnerships and community feedback, often adjusting designs based on actual gameplay input. In many ways, PuK became to mobile gamers what Scuf Gaming was to console players: a gear brand built from within the player community.
Beyond products, PuK also helped nurture the mobile esports scene. Their gear was used in community tournaments, and their partnerships extended to up-and-coming creators and pro teams across Asia, Europe, and the Americas.
That ecosystem helped CODM thrive in competitive circles. By mid-2021, the game had matured into a serious esports title. Tournaments like the CODM World Championship offered six-figure prize pools, with livestreamed finals reaching millions of viewers across YouTube and Twitch. Performance metrics such as damage per match and win percentage were tracked closely by both fans and competitors. Influencers like iFerg weren’t just entertainers, they became leaders of the competitive scene, building content that elevated the game to professional status.
CODM’s business success also reflected this growth. By 2021, it had surpassed 300 million downloads and generated over $1 billion in lifetime revenue. The player base showed regional diversity: North America and Europe led in per-user spending, while Southeast Asia, Latin America, and India drove download volume. Around 2022, CODM maintained an average of 136,000 daily installs and pulled in nearly $6 million per week globally. Asia-Pacific regions contributed nearly 40% of that revenue, thanks to high engagement and consistent seasonal updates.
Seasonal updates kept things fresh. Each new “season” introduced not just new weapons and skins, but maps, modes, and meta shifts. The Ranked Series gave competitive players a reason to grind, while events like the CODM World Championship gave global visibility and structure to the competitive scene.
Monetization was smart, not overly aggressive. The Battle Pass gave consistent value, while cosmetic bundles were often tied to popular legacy characters or high-quality themed events. Then came Warzone Mobile. Announced in 2023 and launched globally in early 2024, it was positioned as a mobile companion to the broader Warzone experience. With 50 million pre-registrations, expectations were high. Promises of cross-progression, high-fidelity visuals, and synced battle passes suggested something ambitious. But the reality was different. Android users quickly reported bloated installs, overheating, lag, and UI bugs. iOS fared better but still struggled to meet the smooth performance standard CODM had set. Monetization leaned heavily into aggressive bundles and loot-based mechanics, alienating casual players. The gameplay loop didn’t quite translate, and it fragmented the player base instead of expanding it.
Despite regular patches, the issues persisted. The game never captured the same loyalty CODM had earned. By May 2025, Activision quietly sunset Warzone Mobile, with backend support wound down and development resources shifted elsewhere. It became a case study in overpromising and underdelivering. As Warzone Mobile declined, CODM quietly absorbed its best assets. Players began spotting Warzone animations, sounds, and environmental details recycled into CODM builds. It was subtle but intentional. CODM wasn’t just surviving. It was consolidating and preparing for something bigger.
In China, Activision launched a closed beta for a native PC version of CODM, not an emulator, but a full desktop client with mouse/keyboard support, enhanced graphics, and controller compatibility. This hinted at a larger shift: a cross-platform vision where players could move seamlessly between phone, tablet, and desktop under one persistent account. The goal wasn’t just another game. It was to build a unified FPS platform. CODM would no longer be just mobile, it would be the beating heart of a free-to-play Call of Duty network across all devices.
With Warzone Mobile gone and CODM-PC taking shape, the future is clearer. Activision is laying the groundwork for an ecosystem that includes mobile, PC, and possibly even console through cloud streaming although there is worries about inability to bring forward gameplay progression to CODM-PC for players from garena version. Now with unified progression, shared currency, and hybrid content models, the game is poised for a new level of cross-platform relevance.
For creators like iFerg and brands like PuK Gaming, this is an inflection point. PuK can now innovate gear for hybrid players who game across phone and desktop. Streamers can organize cross-platform events. Esports players can rise from touchscreens to full setups, never leaving the CODM universe.
At the end, CODM was never just another mobile shooter. It was a carefully built project that honored the Call of Duty legacy while embracing mobile-first design. Through years of updates, creator engagement, and community building, it grew into one of the most important mobile games of its generation.
Now, as we enter 2025, it’s entering a new chapter. Warzone Mobile may have come and gone, but CODM is still here and growing in ways few expected. With its transition to PC, subtle asset integrations from Warzone, and an expanding creator ecosystem, Call of Duty: Mobile is preparing for something bigger than a sequel. It’s becoming a bridge between mobile and PC, between casual and competitive, between player and creator.
And in that space, players like iFerg and brands like PuK Gaming won’t just survive. They’ll lead.
Reference
Activision. (2019, October 1). Announcement: Call of Duty: Mobile is live and free‑to‑play!
Activision Blog. https://blog.activision.com/call‑of‑duty/2019‑10/Announcement‑Call‑of‑Duty‑Mobile‑Is‑Live‑and‑Free‑to‑play
Business Wire. (2019, September 18). Call of Duty: Mobile launches October 1. Business Wire. https://www.businesswire.com/news/home/20190918005646/en/Call‑of‑Duty‑Mobile‑Launches‑October‑1
VentureBeat. (2020, January 16).
Tencent’s TiMi J3 studio cracked the code on adapting Call of Duty for mobile. https://venturebeat.com/business/how‑tencents‑timi‑j3‑studio‑created‑a‑hit‑with‑call‑of‑duty‑mobile/
TiMi Studio Group. (2021, May 28).
Call of Duty: Mobile. TiMi Studio Group. https://www.timistudios.com/project/call‑of‑duty‑mobile/
Wikipedia contributors. (2025, July 6). Call of Duty: Mobile.
Wikipedia. https://en.wikipedia.org/wiki/Call_of_Duty:_Mobile
Creator Involvement & PuK Gaming
PuK Gaming. (2025, June 12).
iFerg joins PuK Gaming as co‑owner. PuK Gaming. https://www.pukgaming.com/blogs/news/iferg
GlobeNewswire. (2025, June 27). PuK Gaming welcomes iFerg as a co‑owner and strategic investor to drive innovation in mobile gaming. GlobeNewswire.
https://www.globenewswire.com/news-release/2025/06/27/3106508/0/en/PuK‑Gaming‑Welcomes‑iFerg‑as‑a‑Co-Owner‑and‑Strategic‑Investor‑to‑Drive‑Innovation‑in‑Mobile‑Gaming.html
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