AI Insights · Timothy · April 2022
Top 5 Season Pass Games on iOS in the US: Q1 2022
Discover the performance of the top 5 season pass games on iOS in the US during Q1 2022, including trends in downloads, revenue, and active users.
In Q1 2022, the top 5 season pass games on iOS in the United States showed varied performance across key metrics such as downloads, revenue, and active users. The data, sourced from Sensor Tower, provides insights into the trends observed for each game during this period.
Candy Crush Saga
Throughout the quarter, Candy Crush Saga experienced a decline in weekly downloads, starting at around 193K at the end of December and dropping to approximately 147K by the end of March. Revenue showed a downward trend initially, falling from $7.4M to $5.0M in early January, but it stabilized around $5M-$5.5M for the rest of the quarter. Active users fluctuated, peaking at 1.67M in early March before declining to 1.45M by the end of the quarter.
Genshin Impact: Natlan Launch
Genshin Impact: Natlan Launch saw variable weekly revenue, starting at $3.2M and peaking at $5.3M in the first week of January. The lowest weekly revenue was around $2.1M at the end of February. Downloads started at 71K, increased to 94K in early January, and then gradually decreased to about 52K by the end of March. Active users also showed fluctuations, ranging from 813K to over 1M throughout the quarter.
Royal Match
Royal Match maintained steady weekly revenue, hovering around $2.7M-$3.3M. Downloads showed a decline from 135K at the end of December to 107K by the end of March. Active users saw a slight decrease, starting at 226K and ending at 210K.
Clash of Clans
Clash of Clans had weekly revenue fluctuations, starting at $4.4M, dropping to $2.5M, and then stabilizing around $2.7M-$3.4M. Downloads remained relatively consistent, ranging from 85K to 94K. Active users steadily increased from 4.6M to over 5M by the end of March.
Clash Royale
Clash Royale's weekly revenue varied, starting at $3.8M, dropping to around $2.2M in mid-January, and ending at $2.8M in late March. Downloads remained fairly stable, fluctuating between 141K and 190K. Active users consistently increased, peaking at over 6.9M by the end of March.
These insights from Sensor Tower highlight the dynamic nature of the mobile gaming market. For more detailed data and further analysis, visit Sensor Tower's website.