AI Insights · Timothy · July 2024
Top 5 High Fantasy Games on iOS in Europe Q2 2024
Explore the performance of the top 5 high fantasy games on iOS in Europe during Q2 2024, including trends in downloads, revenue, and active users.
In the second quarter of 2024, the high fantasy game segment on iOS in Europe saw notable performances from leading titles. Here’s a closer look at the top 5 games, their trends in downloads, revenue, and weekly active users, based on data from Sensor Tower.
Coin Master by Moon Active demonstrated consistent revenue, with weekly earnings fluctuating between $1.6M and $1.9M, peaking at $1.96M in early April. Downloads, however, saw a downward trend from 63K in early April to 32K by the end of June. Weekly active users also showed a gradual decline from 452K to 375K over the quarter.
Clash of Clans from Supercell experienced significant variability in revenue, ranging from $727K to $1.95M, with a notable peak at $1.75M in late April. Downloads peaked at 109K in the last week of April but generally trended downward, ending at 53K by late June. The game maintained a robust weekly active user base, starting at 5.62M and ending at 5.05M.
Clash Royale, also by Supercell, saw revenue ranging from $517K to $1.05M, with a peak in early May. Downloads fluctuated slightly, peaking at 77K in late April and closing the quarter at 65K. Weekly active users remained relatively stable, starting at 4.93M and ending at 4.53M, with a notable peak of 4.91M in mid-June.
Evony from TOP GAMES INC. had steady revenue between $467K and $577K, peaking in late April. Downloads showed an upward trend early in the quarter, peaking at 68K in early May, and fluctuating thereafter. Weekly active users increased from 175K to 238K by early May, before settling at 204K by the end of June.
Squad Busters by Supercell, a new entrant, had a remarkable launch with revenue peaking at $1.84M in late May, then stabilizing around $869K by the end of June. Downloads peaked at 3.75M in late May and gradually declined to 188K by late June. Weekly active users saw a similar trend, starting at 3.31M and decreasing to 1.07M by the end of the quarter.
For more detailed insights into the performance of these games and other market data, visit Sensor Tower.