Mahjong Craft - Triple Match vs Pocket God
Revenue, downloads, ratings and category context for two iOS apps. Figures are estimates and should be read as ranges, not exact totals.
| Metric | Mahjong Craft - Triple Match | Pocket God | Readout |
|---|---|---|---|
| Estimated revenue / mo | $*** - opens with trial | $*** - opens with trial | Mahjong Craft - Triple Match |
| Revenue band | $*** - opens with trial | $*** - opens with trial | Use range + confidence |
| Estimated downloads / mo | $*** - opens with trial | $*** - opens with trial | Mahjong Craft - Triple Match |
| Download band | $*** - opens with trial | $*** - opens with trial | Use range + confidence |
| Rating | - | 4.30 | Pocket God |
| Rating count | - | 2.8k | Pocket God |
| Tracked keywords | — | — | Tie |
| Category | Entertainment | Entertainment | Same market |
Which app is bigger?
Mahjong Craft - Triple Match and Pocket God are compared inside Entertainment with monthly revenue, downloads, rating, review volume, keyword footprint, category placement and range context. Mahjong Craft - Triple Match leads on monthly downloads in the current readout, and Mahjong Craft - Triple Match wins the revenue readout (the exact figures open with the paid plan), Mahjong Craft - Triple Match wins demand, Pocket God has deeper review volume, and Tie has the larger tracked keyword footprint. The better app depends on the job: choose the revenue leader when you need monetization proof, choose the download leader when reach matters, and choose the higher-rated or deeper-reviewed app when market trust is the constraint. Read both ranges rather than only the midpoint, then open the category hub and related collections to see whether this pair is an outlier or a normal category pattern.