AI Insights · Timothy · July 2022
Top 5 High Fantasy Games Performance in Egypt Q2 2022
Explore the performance metrics of the top 5 high fantasy games on a unified platform in Egypt during Q2 2022, including weekly downloads, revenue, and active users.
During the second quarter of 2022, the top 5 high fantasy games in Egypt on a unified platform demonstrated varied performance metrics in terms of weekly downloads, revenue, and active users. Here’s a detailed look at each game’s performance:
Evony from TOP GAMES INC. saw its weekly revenue fluctuate, starting at approximately $24.8K at the end of March and dipping to around $15K in early May. However, it rebounded to about $24.3K in mid-June. Weekly downloads showed a high of 16.9K in early May, with a slight drop to 12.5K by the end of June. Active users peaked at about 67.4K in early May, later stabilizing around 56.2K by the end of the quarter.
Lords Mobile: Kingdom Wars by IGG.COM experienced a weekly revenue drop from roughly $20.4K in late April to about $10.7K by mid-June. Downloads were robust in April, peaking at 82K, but saw a significant decrease to around 15.5K by mid-June. Active users remained relatively steady, starting at approximately 128K in late March and ending at around 112.8K by the end of June.
Coin Master from Moon Active demonstrated a steady increase in weekly revenue, starting at about $11.9K in late March and peaking at approximately $16.7K by the end of June. Weekly downloads saw a dramatic spike to 51.4K in late April, but tapered off to around 7.3K by the end of June. Active users mirrored this trend, peaking at around 126K in early May and gradually decreasing to about 82.2K by the end of June.
Mobile Legends: Bang Bang by Shanghai Moonton Technology Co., Ltd. recorded varied weekly revenue, with a high of $18.2K in late April and a low of $4.3K by mid-June. Downloads peaked at approximately 9.1K in early April, ending the quarter at around 9.2K. Active users showcased a strong upward trend, starting at about 235K in late March and reaching approximately 285K by the end of June.
Clash of Clans from Supercell showed fluctuations in weekly revenue, starting at around $9.2K in late March, with a notable dip to $2.9K in late May, and recovering to approximately $6.6K by the end of June. Weekly downloads peaked at about 10.3K in early April and remained relatively steady, ending at 10.2K by the end of June. Active users consistently remained high, starting at around 750K in late March and peaking at approximately 825K in early May.
These insights are based on data from Sensor Tower. For more detailed analytics and insights, visit Sensor Tower’s platform.