AI Insights · Timothy · September 2021
Top 5 Apple Arcade Games Performance in the US Q3 2021
Discover the performance trends of the top 5 Apple Arcade games on a unified platform in the US during Q3 2021, based on Sensor Tower data.
Throughout Q3 2021, the top 5 Apple Arcade games exhibited varying performance trends in terms of weekly downloads, revenue, and active users on a unified platform in the United States. The data, sourced from Sensor Tower, provides insights into the popularity and financial success of these games.
Snake.io - Fun Online Snake from Kooapps showed fluctuating weekly downloads, peaking at around 134K in the week of August 9. Its weekly revenue saw a general decline, starting at about $1.1K at the end of June and dropping to approximately $290 by the end of September. Weekly active users remained relatively stable, with a slight increase from 432K to 493K over the quarter.
Temple Run by Imangi Studios experienced a decline in both weekly downloads and revenue. Downloads fell from nearly 98K in early July to around 73K by the end of September. Revenue also decreased significantly, from about $1.5K in early July to roughly $229 by the end of the quarter. Active users saw a similar downward trend, dropping from 517K to 430K.
Chess - Play & Learn from Chess.com maintained a steady weekly revenue, hovering around $130K throughout the quarter. Weekly downloads varied, peaking at approximately 75K at the end of August. Active users remained strong, starting at around 1.2M and ending the quarter at about 1.3M.
Sonic Dash: Fun Endless Runner from SEGA had a consistent download rate, with numbers ranging from 57K to 77K throughout the quarter. Weekly revenue, however, declined from about $11.8K at the end of June to around $8.6K by the end of September. Active users saw minor fluctuations, remaining around 750K to 800K.
Hill Climb Racing by Fingersoft saw a notable increase in weekly downloads mid-quarter, reaching over 107K in the week of July 19. Revenue showed growth, peaking at approximately $24.4K in the same week. Active users fluctuated but generally increased, starting at around 678K and finishing the quarter at about 652K.
These insights highlight the dynamic nature of the mobile gaming market. For more detailed analytics and trends, visit Sensor Tower.