AI Insights · Timothy · January 2023
Top 5 Cooking Games on iOS in Norway: Q4 2022 Performance
In Q4 2022, the top 5 cooking games on iOS in Norway showed varied performance, with some apps experiencing significant growth in downloads and active users, while others had steady engagement.
During the fourth quarter of 2022, the top five cooking games on the iOS platform in Norway had diverse performances. Here’s a closer look at their weekly downloads, revenue, and active user trends, based on data from Sensor Tower.
Lunch Box Ready, developed by Crazy Labs, saw fluctuating weekly downloads, peaking at 1.2K in early October and then experiencing a significant drop to just 200 by the end of December. The game's weekly active users followed a similar trend, starting at around 1.4K and peaking at 2.5K in early November before declining to 1.3K by the end of the year. Notably, there was no recorded revenue during this period.
Eatventure, from Lessmore UG, displayed a notable increase in both weekly downloads and revenue. Downloads surged from just 67 in late September to over 1.7K by the end of December. The revenue followed this upward trend, reaching approximately $943 in the last week of December. Active users also increased significantly, from 113 in late September to over 3.2K by the end of the quarter.
Fill The Fridge!, published by Rollic Games, had a relatively stable performance with weekly downloads ranging from 244 to 982. Revenue varied moderately, peaking at around $104 in mid-December. The game maintained a consistent number of active users, averaging around 7.4K throughout the quarter.
Coffee Stack, another title from Rollic Games, experienced steady weekly downloads, ranging between 104 and 711. Revenue remained minimal, with occasional peaks, such as $16 in mid-November. Active users fluctuated slightly, peaking at around 1.9K in mid-October and ending the quarter at 1.6K.
Flying Cut, developed by Voodoo, saw a substantial increase in weekly downloads, starting at 38 in late October and rising to over 900 by the end of December. Active users followed this trend, growing from 101 in late October to over 1.8K by the end of the quarter. There was no recorded revenue for this game during the period.
For more detailed insights and data, visit Sensor Tower.