AI Insights · Timothy · July 2022
Top 5 Snake Games in France Q2 2022: Unified Platform Performance
Discover the performance trends of the top 5 snake games in France during Q2 2022, focusing on weekly downloads, revenue, and active users.
During the second quarter of 2022, the top 5 snake games in France showcased varying performance trends across weekly downloads, revenue, and active users. Here's a detailed look at how these games fared on a unified platform.
Snake.io - Fun Snake .io Games, published by Kooapps Games, saw a significant fluctuation in weekly downloads. The downloads peaked at approximately 44K in mid-April but gradually declined to around 17K by the end of June. Revenue for the game remained relatively stable, hovering around $70 to $92 each week. Active users fluctuated slightly over the quarter, starting at 127K and ending at around 150K.
slither.io from Lowtech Studios experienced a peak in downloads in mid-April with about 45K, before seeing a downward trend to about 13K by the end of June. The game's revenue, however, remained quite low, with a maximum of $22 in the week of April 11. Active users also saw a steady decline from around 132K at the beginning of the quarter to approximately 126K by the end.
Worms Zone .io - Hungry Snake, published by CASUAL AZUR GAMES, had a relatively stable download rate, peaking at around 6.3K in mid-April but dropping to about 2K by the end of June. The game's revenue saw a notable spike in the first week of June, reaching $358. Active users decreased steadily from approximately 69K to around 49K throughout the quarter.
Snake Arena: Snake Game 3D, also from CASUAL AZUR GAMES, showed a decline in downloads from around 7.7K in early April to about 2K by the end of June. Revenue was minimal throughout the quarter, with small peaks reaching $15 in mid-April. Active users also saw a downtrend from approximately 19K to about 8.7K by the end of June.
Snake Battle: Worm Snake Game, published by Rejoy Studio, had a relatively low download rate, peaking at about 4.6K in mid-April and then declining to around 1.3K by the end of June. Revenue remained modest, with a small peak of $24 in the first week of June. Active users decreased from approximately 5.4K to around 4K over the quarter.
These insights, sourced from Sensor Tower, reveal the dynamic nature of the mobile gaming market. For more detailed analytics and insights, visit Sensor Tower.