AI Insights · Timothy · October 2021
Top Character Collection Games Performance on iOS in the US for Q3 2021
In Q3 2021, popular character collection games on iOS in the US saw varied trends in weekly downloads, revenue, and active users. Here's a detailed look at the top 5 apps.
In the third quarter of 2021, character collection games on iOS in the United States demonstrated diverse performance trends. Data from Sensor Tower provides valuable insights into the weekly downloads, revenue, and active user trends for Subway Surfers, Pokémon GO, Toca Boca World, Pokémon UNITE, and Clash Royale.
Subway Surfers
Subway Surfers from Sybo Games ApS experienced a decline in weekly revenue, starting from approximately $93K at the end of June and gradually decreasing to around $54K by the end of September. Weekly downloads for the game fluctuated, peaking at over 311K in mid-August and then declining to around 234K by the end of the quarter. The app's weekly active users showed a downward trend, dropping from over 8.6M at the start of July to approximately 6.1M by the end of September.
Pokémon GO
Pokémon GO by Niantic, Inc. had significant weekly revenue fluctuations, with a peak of about $5.8M in mid-July and a decrease to around $2.1M by the end of September. Weekly downloads saw a high of approximately 228K in mid-July, dropping to around 109K by the end of the quarter. The app maintained a relatively stable number of weekly active users, averaging around 8M, peaking at 9.3M in mid-July.
Toca Boca World
Toca Boca World from Toca Boca AB showed high weekly revenue at the start of the quarter with approximately $1.9M in early July, decreasing to around $1M by the end of September. Weekly downloads ranged from a high of 177K in mid-July to approximately 119K by the end of the quarter. The app’s weekly active users started at around 600K in late June, peaking at 734K in early July, and then dropped to about 523K by the end of September.
Pokémon UNITE
Pokémon UNITE, released by The Pokemon Company in late September, saw impressive initial traction with weekly revenue of about $475K in its first week, followed by $398K in the subsequent week. The game's weekly downloads were substantial, starting at over 1.6M in its launch week and then dropping to around 383K. Weekly active users were also strong, starting at approximately 1.2M and slightly decreasing to about 1.1M.
Clash Royale
Clash Royale from Supercell had a steady weekly revenue, starting at around $2.1M in late June and fluctuating throughout the quarter, ending at approximately $2M by September’s end. Weekly downloads showed a slight increase from around 134K at the beginning of the quarter to about 146K by the end. The app’s weekly active users demonstrated a consistent upward trend, growing from approximately 4.6M at the start of the quarter to about 5.1M by the end of September.
For more detailed insights into the performance of these and other apps, visit Sensor Tower.