AI Insights · Timothy · April 2021
Q1 2021 US Android Performance of Top Card Battler Apps
A glance at the Q1 2021 performance of leading Card Battler apps on Android in the US, showcasing downloads, revenue, and user trends. Insights provided by Sensor Tower.
In the first quarter of 2021, the Card Battler category on Android saw significant activity among the top applications in the United States. Sensor Tower provides detailed insights into the performance of these apps.
Starting with Yu-Gi-Oh! Duel Links, the game from KONAMI, saw its revenue peak at 600 thousand in the week of January 11, with a general downward trend concluding at 400 thousand by the end of March. Downloads remained relatively stable with a high of 20 thousand in the first week of February and a low of 9 thousand in late February. The weekly active users hit a high of 270 thousand at the start of the quarter, dipping to 220 thousand in mid-March, before slightly recovering to 240 thousand by the quarter's end.
WWE SuperCard - Battle Cards by 2K, Inc., experienced a fluctuating revenue trend, starting at 300 thousand in early March, dipping to 180 thousand mid-February, and then rising again to end the quarter at around 200 thousand. The app's downloads saw a significant spike to 21 thousand in the third week of February but generally hovered around 6 thousand towards the quarter's end. Weekly active users showed an increase, reaching a peak of 60 thousand in late February.
For Mighty Party from PANORAMIK GAMES LTD, the revenue trend was upward, finishing the quarter strong at 300 thousand, a significant rise from the 100 thousand at the start of the year. Downloads showed an impressive increase, from 31 thousand in the last week of December to a peak of 79 thousand at the end of March. Weekly active users more than doubled from 100 thousand to 260 thousand by the quarter's close.
Animation Throwdown: Epic CCG, another US-based game by Kongregate, saw its revenue start at around 100 thousand in late December, with a peak at 110 thousand in mid-March, ending the quarter just below 100 thousand. Downloads began at around 3 thousand and saw a peak of 10 thousand in early February, with a general downward trend to 5 thousand by the end of March. The weekly active users saw a high of 24 thousand in the first week of February, with a slight decrease to 20 thousand by the end of the quarter.
Lastly, Blizzard Entertainment's Hearthstone showed an overall increase in revenue, with a notable spike to 380 thousand in the last week of March from a starting point of around 50 thousand. Downloads were at their highest at the start of the quarter with 8 thousand and saw a gradual decline to 4 thousand. The weekly active users remained fairly stable, starting at around 98 thousand and ending the quarter just above 100 thousand.
For more detailed insights and data on app performance, Sensor Tower's platform is the go-to source for industry professionals.