AI Insights · Timothy · April 2022
Top 5 Games on iOS in the US: Q1 2022 Performance Review
Discover the performance trends of the top 5 iOS games in the United States during Q1 2022, including insights on downloads, revenue, and active users.
Throughout the first quarter of 2022, the top 5 games on the iOS platform in the United States showed varied performance trends in terms of downloads, revenue, and active users. The data, sourced from Sensor Tower, reveals interesting patterns for each of these popular titles.
Roblox maintained strong revenue figures throughout the quarter, starting with $11.8M in the last week of December and experiencing a slight dip to around $6.2M-$6.9M in January. The game saw a resurgence in March, peaking at $6.9M. Weekly downloads for Roblox started high at over 550K in late December but stabilized around 300K-330K in the following months. Active users showed a slight decline from 10.5M in late December to around 9.7M by the end of March.
Candy Crush Saga from King saw consistent revenue, beginning at $7.4M in late December and maintaining figures between $4.8M and $5.5M throughout the quarter. Downloads were relatively stable, fluctuating between 110K and 190K weekly. Active users for Candy Crush Saga remained steady, starting at 1.6M and ending the quarter at around 1.4M.
Genshin Impact: Natlan Launch had notable revenue peaks, with a high of $5.3M in early January and $4.9M in late January. However, revenue figures dipped to approximately $2M-$3.5M in subsequent weeks. Downloads varied, starting at 71K in late December and ending at around 51K in late March. Active users showed a slight decline from 980K in late December to around 930K by the end of the quarter.
Royal Match demonstrated consistent revenue performance, with figures ranging between $2.7M and $3.3M throughout the quarter. Weekly downloads hovered between 83K and 145K, with a noticeable peak in early January. Active users for Royal Match remained stable, starting at 225K in late December and ending the quarter at around 210K.
Clash of Clans by Supercell showed a varied revenue trend, beginning at $4.4M in late December, dipping to around $2.2M-$2.7M in January and February, and peaking again at $3.4M in late March. Downloads were steady, fluctuating between 85K and 95K weekly. Active users for Clash of Clans saw a gradual increase from 4.6M in late December to over 5M by the end of March.
For more detailed insights and data on app performance, visit Sensor Tower.