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My Talking Tom Friends: A Record-Breaking Revolution in Virtual Pets

My Talking Tom Friends launched in June 2020 as the most ambitious title in the Talking Tom & Friends franchise to date. By uniting all six iconic characters in a single sandbox environment, the game shattered franchise records and dominated global charts immediately upon release.

Awards & Accolades

The game’s immediate viral success earned it significant recognition from industry analytics platforms and critics alike.

Most Downloaded Game Globally (Q3 2020)

Following its massive summer launch, My Talking Tom Friends was crowned the most downloaded mobile game in the world for the third quarter of 2020, according to the App Annie (now data.ai) Index.

Top Chart Dominance

The game demonstrated incredible retention and popularity by reaching the Top 5 in the "Overall," "Games," and "Casual" categories and maintaining that position for a full month.

Critical Acclaim

The title received praise from major mobile gaming outlets. PocketGamer described it as a "stellar virtual pet game," highlighting its engaging mini-games, while The Mirror praised its "sandbox approach" and visuals, calling it "one of the biggest family releases of 2020".

Market Performance & Milestones

From its pre-registration phase to its opening week, My Talking Tom Friends set a new standard for performance in the virtual pet genre.

  • 13 Million Pre-Registrations: Before the game was even released globally, it accumulated a massive 13 million pre-registrations, setting a new company record for Outfit7.

  • 22 Million Downloads in 6 Days: The game exploded out of the gate, hitting 22 million downloads just six days after its worldwide launch. This figure included 14 million new downloads in the first week combined with 8 million accumulated during its soft-launch phase.

  • 9.5 Million Day-One Downloads: On its launch day alone, the game generated 9.5 million downloads.

  • 60 Million in Two Weeks: The momentum continued well past opening week, with the game surpassing 60 million downloads within just 14 days of its global release.

  • 100 Million Milestone: By July 2020, just over a month after launch, the game had already crossed the 100 million download mark, cementing its status as a blockbuster hit.

Global Impact

The game’s success was truly worldwide, with particular popularity noted in diverse markets such as Russia, Brazil, and the United States. By bringing Talking Tom, Talking Angela, Talking Hank, Talking Ben and Talking Becca together under one roof, My Talking Tom Friends not only revitalized the virtual pet genre but also proved the enduring power of the Talking Tom & Friends brand.

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