AI Insights · Timothy · April 2022
Top 5 Ultracasual Games on iOS in Norway Q1 2022
A look at the performance of the top 5 ultracasual games on iOS in Norway during Q1 2022, with insights on downloads, revenue, and active users trends.
In Q1 2022, the top 5 ultracasual games on iOS in Norway showcased varied performance trends in terms of downloads, revenue, and active users. Here's a closer look at how these games fared during the quarter.
Fill The Fridge! from Rollic Games saw a significant increase in weekly downloads, starting from 71 in early February and peaking at nearly 10K in the week of March 7. Weekly revenue for the game also grew, reaching a high of approximately $423 in the same week. Active users mirrored this growth, rising from 55 at the beginning of February to around 16.5K by the end of March.
Sponge Art by AI Games FZ experienced a decline in weekly downloads at the start of the quarter but saw a slight recovery towards the end, with downloads hovering around 179 in the last week of March. The game generated minimal revenue, with a small peak of $18 in the final week. Active users decreased steadily from 1K in February to just over 800 by the end of March.
Keyboard Art from ZPLAY (HK) TECHNOLOGY CO., LIMITED had a fluctuating download pattern, peaking at 779 downloads in late February and then dropping to 124 by the end of March. Revenue remained low, with minor peaks of around $19 in January. Active users showed a slight increase mid-quarter, reaching about 2K in early March before declining to around 1.3K by the end of the quarter.
Acrylic Nails! by Crazy Labs exhibited a consistent download rate, with a notable dip in mid-March, reaching a low of 67 downloads before recovering slightly to 238 by the end of the quarter. Weekly revenue remained relatively steady, averaging around $30. Active users saw a gradual decline from 2.3K in late December to around 1.2K by the end of March.
Bacon – The Game by Philipp Stollenmayer showed a remarkable increase in downloads, starting from 20 in late December and surging to over 2.1K by the end of March. Active users followed a similar trend, rising from just under 100 in early January to over 5.2K by the end of the quarter. The game, however, did not generate any revenue during this period.
These insights are derived from Sensor Tower data. For more detailed analytics and insights, visit Sensor Tower.