AI Insights · Timothy · January 2022
Top 5 Historical Games on Unified Platform in Australia Q4 2021
Discover the performance trends of the top 5 historical games on a unified platform in Australia during Q4 2021, including downloads, revenue, and active users.
In the fourth quarter of 2021, the top 5 historical games on a unified platform in Australia showcased diverse performance trends. Here’s a closer look at their weekly downloads, revenue, and active user metrics.
Royal Match from Dream Games saw a relatively stable weekly revenue, starting at around $141K and peaking at approximately $160K by the end of December. Downloads for the game fluctuated, starting at 9.4K, dipping mid-quarter, and then surging to 12.3K in the final week. Active users also displayed a steady increase, growing from 53K in late September to over 70K by the end of December.
1945 - Airplane shooting game by ONESOFT GLOBAL PTE. LTD. experienced a varied revenue pattern. It started with $5.4K, dipped to around $3K mid-quarter, and then rose to nearly $7K in the last week of December. Downloads showed a similar trend, beginning at 5.6K, dropping to 3K, and then increasing to 5K. Active users followed a declining trend initially, from 21K to 13K, but saw an uptick to 16K by the quarter's end.
Lilith Games' Rise of Kingdoms generated significant revenue, starting at $259K, experiencing a dip, and then stabilizing around $240K by December. The downloads started at 3.2K, dipped to nearly 2.3K, and then surged to over 10K by the end of the quarter. Active users saw a consistent increase, from 11K to nearly 17K.
Comics Bob by SayGames LTD had a steady download rate, starting at 3.4K, slightly dipping mid-quarter, and ending at nearly 3K. Active users showed a decreasing trend from 11K to about 7K, with a slight increase to 9K towards the end of December.
LONG TECH NETWORK LIMITED's Rise of Castles: Fire and War weekly revenue fluctuated, starting at $107K, dipping mid-quarter, and stabilizing around $91K by the end of December. Downloads were relatively stable, starting at 1.7K and ending at 3.4K. Active users remained steady, starting at 16K and reaching 17K by the end of the quarter.
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