AI Insights · Timothy · October 2021
Top 5 High Fantasy Games Performance on Unified Platform in Europe Q3 2021
Explore the performance trends of the top 5 high fantasy games in Europe during Q3 2021, including weekly downloads, revenue, and active users.
During the third quarter of 2021, the top 5 high fantasy games on a unified platform in Europe showed notable performance trends in terms of weekly downloads, revenue, and active users. The data, sourced from Sensor Tower, provides a comprehensive overview of these metrics.
Mighty Party: Battle Heroes from Panoramik Games saw a steady increase in weekly revenue, peaking at approximately $590K in early August. Weekly downloads reached their highest at around 484K in mid-July, but saw a decline towards the end of the quarter, dropping to about 206K by the last week of September. Weekly active users fluctuated, starting at 1.6M and reaching a high of nearly 2M in mid-July before decreasing to 1.5M by the end of the quarter.
Clash Royale by Supercell experienced significant weekly revenue spikes, notably around $3.5M in early July and $3M in early September. Weekly downloads remained relatively stable, fluctuating between 300K and 370K. Active users showed a gradual increase, starting at 22.8M and reaching approximately 24M by the end of September.
Evony from TOP GAMES INC. had consistent weekly revenue with a peak of around $858K in the last week of September. Weekly downloads saw a high of about 412K in early August, before declining to around 280K by the end of the quarter. Active users increased from 634K in late June to around 1.2M in late August, before stabilizing at approximately 1.08M towards the end of September.
Genshin Impact: Natlan Launch by COGNOSPHERE PTE. LTD. exhibited a notable increase in weekly revenue, peaking at nearly $4.7M at the end of August. Weekly downloads varied, with a high of around 324K in late July, and a decrease to about 196K by the end of September. Active users steadily climbed, starting at 2.1M and reaching approximately 2.77M by the end of the quarter.
Clash of Clans from Supercell showed strong weekly revenue performance, with peaks around $4.5M in early August and $4.3M in late June. Weekly downloads ranged from 200K to 292K, with a notable increase towards the end of September. Active users remained relatively stable, fluctuating between 18M and 20M throughout the quarter.
For more detailed insights and data, visit Sensor Tower.