AI Insights · Timothy · January 2022
Top 5 Historical Games Performance in Brazil Q4 2021
Explore the performance of the top 5 historical games on a unified platform in Brazil during Q4 2021, featuring metrics on weekly downloads, revenue, and active users.
In Q4 2021, the top 5 historical games in Brazil on a unified platform showed varied performance metrics across weekly downloads, revenue, and active users. Here's a detailed look at each game's performance:
Rise of Kingdoms, from Lilith Games, saw its weekly revenue peak at around $138K in late September, followed by a general decline to approximately $60K in mid-November. However, it rebounded towards the end of December, reaching $83K. Weekly downloads fluctuated, starting at 57K in late September, dipping to 18K by the end of November, and then sharply increasing to 85K in the last week of December. The weekly active users trend mirrored this fluctuation, starting at 286K, dropping to 187K in early December, and rising again to 306K by the end of the year.
Royal Match, developed by Dream Games, showed a consistent increase in weekly revenue from $14.6K in late September to a peak of $35.7K at the end of December. Weekly downloads experienced significant growth, starting at 5K and climbing to 104K in early November, before stabilizing around 46K by the end of December. The game’s weekly active users saw a steady rise from 90.5K at the end of September to 258K by the year's end.
Rise of Castles: Fire and War, by LONG TECH NETWORK LIMITED, had a stable weekly revenue, hovering around $20K to $32K throughout the quarter. Weekly downloads were relatively modest, ranging from 7K to 20K, with a notable peak in the last week of December. The weekly active users showed slight fluctuations, starting at 70K, peaking at 92K in the final week of December.
June’s Journey: Hidden Objects, from Wooga, saw its weekly revenue increase from $16K in late September to nearly $25K by the end of December. Weekly downloads experienced a significant drop from 55K in late September to around 5K in mid-October, but later stabilized around 37K to 40K towards the end of the year. The game maintained a strong base of weekly active users, starting at 304K and closing the year at 298K.
Empire Four Kingdoms, by Goodgame Studio, had a stable but lower weekly revenue compared to other games, ranging from $5K to $8.6K throughout the quarter. Weekly downloads were modest, starting at 10K and dropping to around 500 by mid-December, with a slight increase to 656 in the last week of December. The weekly active users steadily declined from 20.5K in late September to 11.4K by the end of December.
For more detailed insights and data, visit Sensor Tower.