AI Insights · Timothy · January 2022
Top Sniper Games in Europe, Q4 2021: Unified Platform Performance
Explore the performance of the top 5 sniper games in Europe for Q4 2021, including weekly downloads, revenue, and active user trends.
In Q4 2021, the top sniper games in Europe demonstrated varying levels of performance across downloads, revenue, and active users. Here’s a closer look at the metrics for K Sniper - Gun Shooting Games, Sniper 3D:Gun Shooting Games, Giant Wanted, 456 Sniper Challenge, and Guns Master.
K Sniper - Gun Shooting Games saw a significant surge in weekly downloads, starting from 31.3K in late October and peaking at over 933K mid-November. The latter weeks of December saw a stabilization around 220K. Weekly revenue for this game showed a notable uptick in the final weeks of December, reaching approximately $114. Active users mirrored the download trends, peaking at 1.4M in mid-November before settling around 336K by the end of the quarter.
Sniper 3D:Gun Shooting Games experienced consistent weekly revenue, ranging from $120K to $177K, with a peak in the last week of December. Weekly downloads exhibited a steady increase, culminating in 324.9K in the final week of December. Active user numbers remained robust, averaging around 2.4M, although a slight dip to 2.1M was observed in the last week of December.
Giant Wanted showed a dramatic rise in weekly downloads from mid-November, peaking at 634K by the end of November. Revenue started to pick up in December, reaching $779 in the final week. Active users saw a significant increase, peaking at 896K in early December and then stabilizing around 537K by the end of the quarter.
456 Sniper Challenge had an impressive start with 319K downloads in its first week of availability. However, this number drastically declined to around 15K by the end of December. Active users followed a similar trend, peaking at 281K initially and then dropping to 41K towards the quarter’s end.
Guns Master had a moderate but consistent performance. Weekly downloads fluctuated between 22K and 66K, with a notable peak of 55.1K in mid-November. Revenue remained relatively low, peaking at $661 in late September and ending the quarter at $346. Active users were stable, averaging around 70K, with a peak of 115K in mid-November.
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