AI Insights · Timothy · October 2022
Top 5 Top Down Games Performance in South America for Q3 2022
Discover how the top 5 top-down games performed on unified platforms in South America during Q3 2022, with insights on weekly downloads, revenue, and active users.
During the third quarter of 2022, the top 5 top-down games on both iOS and Android platforms in South America demonstrated diverse performance trends. Here, we provide a detailed overview of their weekly downloads, revenue, and active users, based on data from Sensor Tower.
League of Legends: Wild Rift by Riot Games showed a stable performance in weekly downloads, starting at approximately 49.4K at the end of June and peaking at 61.2K in mid-July. Weekly revenue varied significantly, with a high of roughly $227K in mid-July and a low of $120K at the end of August. The game maintained a strong user base, with weekly active users increasing from around 821K in late June to about 975K by the end of September.
Diablo Immortal from Blizzard Entertainment experienced fluctuating weekly downloads, starting high with 86.5K at the end of June but dropping to around 13.5K by the end of September. Weekly revenue also saw a downward trend, from $201K in early July to approximately $134K in late September. The active user base decreased from around 475K in late June to about 222K by the end of September.
Saint Seiya: Legend of Justice by HOOLAI GAME LIMITED had a notable spike in weekly downloads, reaching 520K in mid-July before declining to approximately 15.3K by the end of the quarter. Weekly revenue peaked at around $205K in early August and then gradually decreased to $121K by late September. The active user count mirrored this trend, starting at 155K in mid-July, peaking at 304K later in the month, and ending at 131K in September.
Brawl Stars from Supercell maintained a relatively stable download rate, starting at 183K in late June and ending at 139K by the end of September. Weekly revenue peaked at around $189K in early September, while active users remained robust, with slight fluctuations, starting at approximately 3.8M in late June and ending at 3.6M by the end of the quarter.
Clash Royale, also from Supercell, saw consistent weekly downloads, starting at 231K in late June and ending at 163K by late September. Weekly revenue peaked at $249K in early August, with active users maintaining a strong presence, starting at around 18M in late June and ending at roughly 15M by the end of September.
For more detailed insights and data, visit Sensor Tower.