AI Insights · Timothy · April 2022
Top 5 io Games in Sweden: Q1 2022 Performance
Discover the performance trends of the top 5 io games in Sweden during Q1 2022, including weekly downloads, revenue, and active users.
During the first quarter of 2022, the top 5 io games in Sweden showed varied performance metrics in terms of weekly downloads, revenue, and active users. Here is an overview of their performance:
Snake.io - Fun Online Snake experienced a fluctuating trend in weekly downloads, starting the quarter with approximately 8.5K downloads and ending with about 5K. The game's weekly revenue saw a peak of around $198 in the first week of January but gradually decreased to around $128 by the end of March. Weekly active users saw a slight decline from 50.3K at the beginning of the quarter to approximately 41.9K by the end.
Hole.io showed an upward trend in weekly downloads, starting at around 2.5K and peaking at 6.4K in mid-March. The game's weekly revenue also saw a peak of approximately $113 in the week of March 21. Active users increased significantly from around 14.8K at the start of the quarter to 29.3K by the week of March 21, before slightly declining to 26.8K at the end of March.
Paper.io 2 had a steady performance in weekly downloads, with a peak of approximately 6K in the week of January 31. The weekly revenue peaked at around $90 in the same week but gradually decreased to $23 by the end of March. Active users saw a notable increase from around 12K at the beginning of the quarter to 15.9K in the week of January 31, before settling at around 10.5K by the end of March.
State.io - Conquer the World showed a positive trend in weekly downloads, peaking at around 4.2K in the week of February 28. The game's weekly revenue saw a gradual increase, reaching a peak of approximately $75 in the weeks of February 28 and March 21. Active users increased consistently from around 7.9K at the beginning of the quarter to 10.3K by the end of March.
slither.io had a relatively stable performance in weekly downloads, with a peak of around 3.1K in the week of February 28. The game's weekly revenue remained low but steady, peaking at around $34 in the weeks of January 31 and March 28. Active users showed a slight decline from around 24K at the beginning of the quarter to approximately 19K by the end of March.
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