AI Insights · Timothy · July 2022
Top 5 Third Person Games on iOS in Australia Q2 2022
Discover the performance trends of the top third-person games on iOS in Australia during Q2 2022, including weekly downloads, revenue, and active users.
Throughout the second quarter of 2022, the top five third-person games on iOS in Australia exhibited varied performance trends in terms of weekly downloads, revenue, and active users. Here’s a detailed look at each game based on Sensor Tower data.
PUBG MOBILE saw fluctuating revenue, starting the quarter at around $248K and experiencing a decline to $78K by mid-May. Revenue then rebounded slightly, ending June at approximately $98K. Weekly downloads for the game remained relatively stable, ranging from 3.4K to 4.4K. Active users also showed a slight decline, from around 68K at the beginning of the quarter to approximately 64K by the end of June.
Genshin Impact had a notable revenue peak of $371K at the end of March, followed by a significant dip to around $47K by late May. Revenue then saw another peak at $238K at the end of May before settling at approximately $55K by the end of June. Weekly downloads ranged from 1.9K to 3.2K, while the number of active users fluctuated between 44K and 50K throughout the quarter.
Guns of Glory: Lost Island experienced a steady increase in revenue, beginning at $33K and peaking at $56K in mid-May, before ending the quarter at approximately $52K. Weekly downloads remained low, starting at around 108 and declining to 44 by the end of June. Active users also showed a downward trend from approximately 1.4K to 873.
MARVEL Strike Force: Squad RPG saw a consistent revenue pattern, with highs of $40K in mid-April and lows around $25K at the end of June. Weekly downloads for the game decreased from around 3.2K at the start of April to about 470 by mid-June. Active users started the quarter at about 3.8K and dropped to around 2.6K by the end of June.
Star Wars™: Galaxy of Heroes showed steady revenue figures throughout the quarter, peaking at $47K in early May and ending at approximately $28K by the end of June. Downloads varied, starting at around 946 and peaking at 1.4K in mid-June. Active users fluctuated between 18.8K and 23.5K during the quarter.
For more detailed insights and data, visit Sensor Tower.