AI Insights · Timothy · April 2024
Top 5 Paid Games on Android in Australia: Q1 2024
In Q1 2024, the top 5 paid games on Android in Australia showcased varied trends in downloads, revenue, and active users. Data from Sensor Tower provides insights into their performance.
In Q1 2024, the top 5 paid games on Android in Australia exhibited diverse performance metrics. Here’s a detailed look at their weekly downloads, revenue, and active user trends, based on data from Sensor Tower.
Minecraft from Mojang saw a decline in weekly revenue, starting at approximately $14.9K and ending the quarter at around $11.5K. Downloads also decreased, beginning with about 2K in the first week of January and falling to around 704 by the end of March. However, weekly active users fluctuated, peaking at 139K in late February before settling at roughly 136K in the final week of March.
Bloons TD 6 by ninja kiwi experienced a downward trend in weekly revenue, starting at $4K and concluding Q1 at approximately $2.8K. Weekly downloads followed a similar pattern, starting at 808 and dropping to 211 by the end of the quarter. Active users also saw a decline, from 4.3K in early January to about 3K in late March.
Slay the Spire from Humble Games showed a steady increase in weekly revenue, peaking at $783 in the final week of March. Downloads remained relatively low but stable, ranging from 88 to 262 throughout the quarter. Active users saw minor fluctuations, with a peak of 1.8K in the first week and ending the quarter at around 1.7K.
Stardew Valley by ConcernedApe had a stable performance in revenue, with a notable peak of $773 in the last week of March. Downloads were consistent, starting at 657 and ending at 289. Active users varied, with a peak of 2.8K at the beginning of the quarter, dropping to around 1.8K by the end of March.
Plague Inc. from Ndemic Creations experienced a steady decrease in weekly revenue, starting at $666 and ending at $352. Downloads also showed a downward trend, from 1.3K in early January to 1K by the end of March. Active users started at 2.2K and gradually decreased, ending the quarter at approximately 1.7K.
These insights highlight the dynamic nature of the mobile gaming market in Australia. For more detailed analytics and trends, visit Sensor Tower.