AI Insights · Timothy · July 2022
Performance of Top 5 io Games on iOS in Sweden for Q2 2022
Discover the performance trends of the top 5 io games on iOS in Sweden during Q2 2022, with insights on downloads, revenue, and active users.
In the second quarter of 2022, the top 5 io games on the iOS platform in Sweden demonstrated varied performance trends in terms of downloads, revenue, and active users. Here’s a detailed look at each game:
Snake.io - Fun Online Snake from Kooapps experienced fluctuating weekly downloads, peaking at 4.4K in mid-April and seeing a low of 1.4K in mid-May. The game's weekly revenue showed a general decline throughout the quarter, starting at around $99 and dropping to $43 by the end of June. Weekly active users saw a general decline from approximately 21.5K at the beginning of the quarter to 19.9K by the end.
Hole.io by Voodoo showed an initial spike in weekly downloads, reaching 6.1K at the beginning of April before dropping to around 761 in late May. Revenue remained relatively stable, with minor fluctuations, peaking at $62 in early May. The game’s weekly active users followed a downward trend from 20.1K in early April to about 9.9K by the end of June.
State.io - Conquer the World from AI Games FZ had its highest weekly downloads of 2.5K at the end of March, but this number dropped to around 261 in mid-April. Revenue peaked at $57 in early May but generally hovered around $47-$55 for most of the quarter. Active users remained relatively stable, ranging from 6.8K at the start of the quarter to 5.2K by the end.
Paper.io 2, another title from Voodoo, experienced steady weekly downloads, averaging around 1.2K, with a slight peak of 1.5K in mid-April. Revenue showed minor fluctuations, peaking at $57 in late April. Active users remained fairly consistent, ranging from 6.6K at the start of the quarter to around 5.5K by the end of June.
Finally, slither.io by Lowtech Studios LLC had relatively stable weekly downloads, peaking at around 1.6K in early April and dipping to around 699 in late May. The game saw no significant revenue throughout the quarter. Weekly active users hovered around 11.4K to 13.3K, with a slight dip to approximately 9.1K at the end of May.
These insights are based on data from Sensor Tower. For more detailed analytics and trends, visit Sensor Tower.