AI Insights · Timothy · January 2022
Top 5 Mech Games Performance in Australia Q4 2021
Discover the performance trends of the top 5 mech games on a unified platform in Australia during Q4 2021, including weekly downloads, revenue, and active user metrics.
During Q4 2021, the top 5 mech games in Australia showed varied performance trends in weekly downloads, revenue, and active users. Below, we dive into the specifics for each game.
Mech Arena - Shooting Game by Plarium Global Ltd had a notable performance with weekly revenue fluctuating throughout the quarter. The game started with a weekly revenue of around $16K and saw a peak of approximately $25K in the week of December 20. Downloads began at 6.2K in late September but gradually declined to about 2.6K by the end of December. Active users also showed a slight decline from 20.8K to 15.7K over the same period.
Robot Game: Car Robot from Zego Global Publishing showed modest revenue, peaking at $13 in the final week of both November and December. The game's weekly downloads started at 2.4K in early October but dropped significantly to 290 by the end of December. Active users mirrored this trend, starting at 2.3K and ending the quarter at 673.
War Robots Multiplayer Battles by MY.GAMES B.V. experienced higher revenue compared to other apps, reaching a peak of about $46K in the last week of December. Downloads, however, showed a downward trend, starting at 2.4K and finishing at 1.5K. Active users fluctuated throughout the quarter, starting at 9.2K and ending at 7.4K.
Clash of Robot: Wild Racing from CloudView Entertainment had minimal revenue, with the highest being $14 in mid-October. Downloads peaked at 1.6K in late November but dropped to 766 by the end of December. Active users saw significant growth mid-quarter, peaking at 1.9K in December before slightly declining to 1.6K.
Finally, Limo Robot Car Game:Robot Game by Happy Family Studio showed modest revenue, peaking at $55 in late October. Downloads started at 119 in late September, peaked at 2K in late October, and dropped to 664 by the end of December. Active users followed a similar pattern, starting at 118 and peaking at 1.9K before ending the quarter at 782.
For more detailed insights and data, visit Sensor Tower.