Royal Kingdom vs Clash of Clans
Revenue, downloads, ratings and category context for two iOS apps. Figures are estimates and should be read as ranges, not exact totals.
| Metric | Royal Kingdom | Clash of Clans | Readout |
|---|---|---|---|
| Estimated revenue / mo | $*** - opens with trial | ~$15M | Royal Kingdom |
| Revenue band | $*** - opens with trial | $15M (point est.) | Use range + confidence |
| Estimated downloads / mo | $*** - opens with trial | ~600k | Royal Kingdom |
| Download band | $*** - opens with trial | 600k (point est.) | Use range + confidence |
| Rating | 4.71 | 4.76 | Clash of Clans |
| Rating count | 1.1M | 2.8M | Clash of Clans |
| Tracked keywords | 2 | 3 | Clash of Clans |
| Category | Games | Games | Same market |
Which app is bigger?
Royal Kingdom and Clash of Clans are compared inside Games with monthly revenue, downloads, rating, review volume, keyword footprint, category placement and range context. Royal Kingdom leads on monthly downloads in the current readout, and Royal Kingdom wins the revenue readout (the exact figures open with the paid plan), Royal Kingdom wins demand, Clash of Clans has deeper review volume, and Clash of Clans 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.