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In the second quarter of 2022, the top 5 Gacha games in Australia showed varied performance trends across downloads, revenue, and active users. Let's dive into the data provided by Sensor Tower to see how each game fared.
8 Ball Pool™ by Miniclip.com saw a decline in weekly revenue from around $96K at the end of March to approximately $48K by the end of June. Weekly downloads remained relatively stable, ranging between 12K to 14K. The game maintained a strong user base with weekly active users fluctuating around the 350K mark.
Sonic Forces PvP Racing Battle from SEGA experienced a peak in weekly revenue of about $4.1K in mid-April, with a gradual decline to roughly $2.8K by the end of June. Weekly downloads saw a significant boost in April, reaching a high of 18.6K, but tapered off to about 5.8K by the end of the quarter. Active users peaked at 50.3K in early May before settling around 30K.
Dislyte by Farlight Games showed a strong performance post-launch in May. Weekly revenue spiked to around $116K in mid-May but declined to about $35K by the end of June. Downloads followed a similar trend, peaking at 25.6K in mid-May and dropping to approximately 1.7K by late June. Active users saw a high of 28.4K in mid-May, decreasing to around 8.7K by the end of the quarter.
Dragon City - Breed & Battle! from Socialpoint maintained steady weekly revenue, averaging around $33K at the beginning of the quarter and ending at about $26.7K. Weekly downloads were consistent, fluctuating between 5K to 8.6K. Active users remained stable, hovering around 110K to 120K throughout Q2.
Ni no Kuni: Cross Worlds by Netmarble Corporation, launched in late May, saw an initial surge in weekly downloads at 52K, which quickly declined to about 1.5K by the end of June. Revenue peaked at $46.4K in the first week of June and decreased to $21.6K by the end of the month. Active users dropped from an initial 44.6K to approximately 7.2K by the end of the quarter.
For more detailed insights and data, visit Sensor Tower.