AI Insights · Timothy · June 2022
Top 5 Chibi Games in the US: Q2 2022 Performance
Explore the weekly revenue, downloads, and active user trends for the top 5 chibi games on a unified platform in the United States during Q2 2022.
The second quarter of 2022 saw some interesting trends for the top 5 chibi games in the United States. Here's a detailed look at their performance based on data from Sensor Tower.
Pocket Love! experienced a varied performance in weekly revenue, peaking at around $25K in late March and then gradually declining to approximately $14K by the end of June. Weekly downloads remained relatively stable, fluctuating between 65K and 81K, with a notable increase in the final week of the quarter. The game maintained a consistent number of weekly active users, hovering around 160K to 169K throughout the quarter.
Cut the Rope saw steady weekly revenue, ranging between $6K and $7K. Weekly downloads showed a significant spike in early May, reaching 47K, but generally remained within the 26K to 33K range. The game’s weekly active users peaked at nearly 109K in early May and then stabilized around 90K to 91K by the end of June.
Pou had a fluctuating weekly revenue, starting at $6.8K in late March and dropping to about $3K by the end of June. Weekly downloads saw a peak of 39K in early May but then declined to around 24K by the end of the quarter. The number of weekly active users showed a downward trend from 647K in early May to around 565K by the end of June.
Fluvsies - A Fluff to Luv had a peak weekly revenue of about $8.3K in early April, with a general trend around $4K to $5K. Weekly downloads remained consistent, ranging from 22K to 31K, with a peak in mid-June. The weekly active users for this game showed an increasing trend, starting at 251K in late March and reaching about 265K by the end of June.
Smolsies 2 - Cute Pet Stories had minimal weekly revenue, never exceeding $26. Weekly downloads fluctuated, peaking at 30K in late March and then dropping to about 9.7K by the end of May, before rising back to around 25K by the end of June. The game’s weekly active users showed an upward trend, starting at about 37K in late March and peaking at approximately 52K by the end of June.
For more detailed insights and data, visit Sensor Tower.