AI Insights · Timothy · October 2022
Top 5 City Building Games Performance in Australia Q3 2022
Discover the performance trends of the top 5 city building games in Australia during Q3 2022, including insights on downloads, revenue, and active users.
In Q3 2022, the performance of the top 5 city building games on a unified platform in Australia showed varied trends in downloads, revenue, and active users. The data, sourced from Sensor Tower, provides a detailed look into how these apps fared throughout the quarter.
Merge County® from Microfun Limited saw a steady weekly revenue increase early in the quarter, peaking at around $36.6K in mid-July before gradually declining to $20.4K by the end of September. Weekly downloads dropped significantly from 1.6K in late June to just 372 by the end of September. Active users also saw a decline from 7.2K to 5.3K during the same period.
SimCity BuildIt by Electronic Arts experienced fluctuations in its weekly revenue, with a notable peak at $30.3K in mid-September. Downloads increased steadily from 1.5K in early July to 3.3K by mid-September, and active users showed a consistent upward trend, reaching 26.6K in mid-September before slightly decreasing to 25.3K by the end of the month.
Land of Empires: Immortal from Nuverse displayed a steady weekly revenue rise, peaking at $20.7K in early August, then gradually declining to $10.2K by the end of September. Downloads started high at 7K in late June but dropped drastically to 311 by the end of September. Active users also saw a similar trend, decreasing from 4.7K to 736 over the same period.
Trading Legend by BUILDING-BLOCKS NETWORK TECHNOLOGY CO., LIMITED maintained a relatively stable weekly revenue, with a peak at $19.6K in mid-July and ending the quarter at $12.6K. Downloads remained low throughout the quarter, averaging around 30 per week. Active users showed a consistent decline from 3.2K in late June to 1.9K by the end of September.
Finally, The Simpsons™: Tapped Out, another title from Electronic Arts, saw a peak in weekly revenue at $16.5K in late July, maintaining a steady revenue around $12K-$13K towards the end of the quarter. Downloads were consistent, averaging around 1K per week, while active users remained stable, fluctuating slightly around 5.5K throughout the quarter.
For more in-depth insights and data on app performance, visit Sensor Tower.