AI Insights · Timothy · July 2022
Top 5 Gacha Games on iOS in Europe - Q2 2022
Discover the performance of the top 5 gacha games on iOS in Europe for Q2 2022, highlighting trends in weekly downloads, revenue, and active users.
The second quarter of 2022 showcased some notable trends for the top 5 gacha games on the iOS platform in Europe. Here, we delve into the performance metrics of these popular games, based on data from Sensor Tower.
8 Ball Pool™, published by Miniclip.com, experienced fluctuations in its weekly revenue, starting at approximately $418K at the end of March and seeing a decrease, reaching around $191K by the end of June. Weekly downloads also saw a gradual decline, from around 161K at the beginning of the quarter to about 89K in the last week of June. The game maintained a strong user base, peaking at around 4M weekly active users in late April but gradually declining to approximately 3.3M by the end of June.
Ni no Kuni: Cross Worlds, by Netmarble Corporation, had a significant initial surge in weekly downloads, reaching nearly 600K in its launch week in late May. However, downloads decreased sharply to about 8.6K by the end of June. The game's weekly revenue followed a similar downward trend, starting at roughly $165K and dropping to about $44K. Weekly active users also saw a notable decline, from around 519K in the launch week to about 94K by the end of the quarter.
Head Ball 2 - Soccer Game, from MASOMO LIMITED, showed stable performance in weekly downloads, hovering around 50K to 60K throughout the quarter, peaking at approximately 73K in early May. Weekly revenue remained relatively steady, averaging around $30K, with minor fluctuations. The game's weekly active users maintained a consistent range, from roughly 450K to 540K, with slight increases and decreases throughout the quarter.
Genshin Impact, published by COGNOSPHERE PTE. LTD., remained a strong performer in terms of revenue, starting the quarter with approximately $2M and experiencing fluctuations, with a notable peak of around $1.4M at the end of May. Weekly downloads remained relatively stable, averaging around 50K to 70K. The game maintained a robust user base, with weekly active users ranging from approximately 740K to 860K.
Mario Kart Tour, by Nintendo Co., Ltd., showed varied performance in weekly downloads, peaking at about 87K in late April and then decreasing to around 67K by the end of June. Weekly revenue fluctuated, starting at approximately $109K and peaking at around $143K in mid-May, before settling at about $119K by the end of June. The game's weekly active users saw a consistent range, from approximately 479K to 633K, with a peak in mid-April.
For more detailed insights and trends, visit Sensor Tower's comprehensive reports.