AI Insights · Timothy · April 2022
Top 5 Real-Time Strategy Apps in Finland on iOS: Q1 2022 Performance
In Q1 2022, the top real-time strategy apps in Finland on iOS, including Clash Royale and Clash Mini, showed varied performance trends in terms of downloads, revenue, and active users.
In the first quarter of 2022, the top real-time strategy apps in Finland on the iOS platform exhibited diverse performance metrics. Data sourced from Sensor Tower highlights the trends in weekly downloads, revenue, and active users for these popular apps.
Clash Royale from Supercell displayed a notable fluctuation in weekly revenue, peaking at approximately $9.8K in the first week of January. Mid-quarter, the app saw a dip, with revenue falling to around $3.0K in the week of March 21, before recovering to $8.0K in the final week of March. Downloads were relatively stable, averaging around 1.1K per week, with a slight increase to 1.4K in the last week of March. Active users showed an overall upward trend, starting at 54K and rising to nearly 60K by the end of the quarter.
Clash Mini, also from Supercell, experienced a spike in revenue in early March, reaching $2.7K. However, the revenue generally remained lower throughout the quarter, with a significant drop to $245 in the last week of March. Weekly downloads ranged between 300 and 900, with a peak of 716 in mid-March. Active users saw a downward trend, starting at 36K and ending the quarter at 11K.
Infinite Galaxy from Hong Kong Ke Mo software Co., Limited, had a relatively stable revenue performance, peaking at $1.2K in the last week of February. Downloads were minimal, with the highest being 46 in early March. Active users increased gradually, starting from 24 and reaching 41 by the end of March.
TFT: Teamfight Tactics by Riot Games showed consistent revenue trends, with a peak of $373 in mid-January. Downloads fluctuated, with a notable drop to 8 in mid-March. Active users remained relatively stable, averaging around 1.7K throughout the quarter.
Art of War: Legions from Fastone Games had a steady revenue performance, peaking at $238 in late February. Weekly downloads were low, with the highest being 42 in early January. Active users declined over the quarter, starting at 504 and dropping to 249 by the end of March.
For more detailed insights and comprehensive data on app performance, visit Sensor Tower.