AI Insights · Timothy · October 2022
Top 5 High Fantasy Games on iOS in Finland Q3 2022
Discover the performance trends of the top 5 high fantasy games on iOS in Finland during Q3 2022, including insights on weekly downloads, revenue, and active users.
During the third quarter of 2022, the top high fantasy games on iOS in Finland showcased a variety of performance trends. Here, we delve into the weekly downloads, revenue, and active user metrics of these games, based on data from Sensor Tower.
Clash of Clans from Supercell saw its weekly revenue fluctuate significantly, starting at approximately $16.8K in late June and peaking at around $20.4K in early August. Downloads remained relatively stable, averaging around 800 per week, with a slight dip to 474 in early September before rebounding to 844 by the end of the quarter. Active users hovered around the 50K mark, experiencing minor variations but generally maintaining a steady presence.
Genshin Impact by COGNOSPHERE PTE. LTD. experienced a notable peak in weekly revenue at about $14.5K in mid-July, followed by fluctuations, eventually stabilizing around $8.7K by the end of September. Weekly downloads for the game varied, with a low of 209 in mid-September and a high of 471 by the end of the month. Active users saw a consistent increase, starting at 5.1K in late June and rising to approximately 6.1K by the end of September.
Empires & Puzzles: Match 3 RPG from Small Giant Games exhibited relatively stable revenue, generally ranging between $3.2K and $5.6K throughout the quarter. Downloads were modest, peaking at 138 in mid-September. Active user numbers remained steady, averaging around 750, with a slight increase to 858 in the same mid-September period.
Diablo Immortal by Blizzard Entertainment, Inc. had its revenue peak early at around $7.7K in the first week of August, but saw a decline to about $2.1K by the end of September. Downloads showed a similar trend, starting strong with 385 in mid-July but dropping to 245 by the end of the quarter. Active users also decreased from 3.1K in late June to approximately 2.2K by the end of September.
Clash Royale, another title from Supercell, demonstrated varied weekly revenue, peaking at about $7.8K in the first week of July and ending the quarter at roughly $1.8K. Weekly downloads were relatively consistent, averaging around 600, with minor fluctuations. Active users remained robust, starting at around 43.2K in late June and rising to approximately 44.7K by the end of September.
For more detailed insights and comprehensive data, visit Sensor Tower.