AI Insights · Timothy · June 2021
Top 5 Turn-Based Tactics Games in Finland: Q2 2021 Performance
An overview of the performance metrics for the top 5 turn-based tactics games in Finland during Q2 2021, including weekly downloads, revenue, and active users.
In Q2 2021, the top 5 turn-based tactics games in Finland showcased varied performance metrics across downloads, revenue, and active users. Here's a detailed look at their trends.
Clash Quest saw a significant start with weekly downloads peaking at 175K in early April. However, downloads declined steadily, ending the quarter with just over 2.7K in late June. Revenue mirrored this trend, starting strong at $15K in early April and fluctuating, eventually settling around $3.8K by the end of June. Active users peaked at 26.8K in mid-April but saw a gradual decline to about 14.6K by the end of the quarter.
Tank Stars experienced a more consistent performance. Weekly downloads increased from around 900 in late March to approximately 1.4K by the end of June. Revenue remained relatively stable, fluctuating between $60 and $140 throughout the quarter. Active users followed an upward trend, starting at 5.4K in late March and peaking at 8.4K in late June.
Bowmasters - Multiplayer Game had a steady performance with weekly downloads rising from about 560 in late March to a peak of 776 in mid-June, before dropping to 587 by the end of the quarter. Revenue showed a similar stable trend, starting at $171 in late March and reaching a high of $268 by the end of June. Active users saw a gradual increase from 4.6K in late March to a peak of 6.4K in mid-June, before slightly declining to 5.9K by the end of June.
Magic War Legends had modest figures with weekly downloads ranging from 26 to 76 throughout the quarter. Revenue showed slight fluctuations, peaking at $309 in late June. Active users remained relatively stable, ranging between 500 and 600 throughout the quarter, ending at 545.
Super Mechs: Battle Bots Arena had the lowest performance among the top 5. Weekly downloads fluctuated between 22 and 57, while revenue remained low, peaking at $58 in mid-April. Active users showed minimal variation, remaining around 30 to 50 throughout the quarter.
For more detailed insights on these games and their performance, visit Sensor Tower.