AI Insights · Timothy · March 2021
Q1 2021 Performance of Top City Building Games in the UK
An analysis of the UK's leading city building games shows varied user engagement and financial results in Q1 2021. Sensor Tower provides a closer look at the top performers.
In the first quarter of 2021, the city building game genre saw notable activity among the top titles in the United Kingdom. Data from Sensor Tower offers insights into downloads, revenue, and weekly active users for these popular applications on a unified platform, encompassing both iOS and Android metrics.
City Takeover, published by Voodoo, showed a peak in downloads reaching 90K during the third week of February, followed by a gradual decline to 31K by the end of March. The game's revenue saw an initial increase to $853 in early March, before dropping to $186 in the final weeks. Weekly active users surged to 147K in the first week of March, then slightly decreased to 104K by the end of the quarter.
SimCity BuildIt by Electronic Arts demonstrated a strong revenue performance, with earnings fluctuating around the $50K mark, and ending the quarter with $49K. Downloads showed a dip to 5.4K in the first week of March, but rebounded to 9.1K in the second week, then settled at 5.8K. Weekly active users started at 110K in late December and experienced a slight decline to 89K by the end of March.
The performance of The Simpsons™: Tapped Out, another title from Electronic Arts, had its revenue oscillating, reaching a high of $50K in early February before dropping to $33K at the quarter's end. Downloads remained relatively stable, hovering around the 7K mark, with weekly active users beginning at 142K and decreasing to 134K.
My Town - City Life Story game from My Town Games LTD displayed modest revenue figures, starting at $1K and reaching up to $1.3K before falling to $797. Downloads saw a peak of 6.8K in late February, with a slight decrease to 5K. Weekly active users peaked at 7.8K in late February, ending the quarter at 6.9K.
Lastly, Megapolis: City Building Sim by Social Quantum had its revenue at $8K at the beginning of the period, which saw a small drop to $6.5K by March's end. Downloads for the game started at 2.9K, peaking at 4K in early February, and then declined to 1.6K. The weekly active users showed a decrease from 6.3K to 5.4K across the quarter.
For more in-depth analysis and detailed insights into the performance of these city building games, readers can explore the comprehensive data available at Sensor Tower.