AI Insights · Timothy · October 2021
Top 5 Ultracasual Games on Android in Oceania: Q3 2021
Discover the top-performing ultracasual games on Android in Oceania for Q3 2021, including their weekly revenue, downloads, and active user trends.
In Q3 2021, the ultracasual gaming market in Oceania saw notable performances from several popular titles on the Android platform. Here, we delve into the metrics for the top 5 games, highlighting their weekly revenue, downloads, and active user trends. The data is sourced from Sensor Tower.
Slime it: Slime Game Simulator from Hapy Games experienced consistent revenue growth, peaking at approximately $1.5K in late September. Downloads fluctuated, starting at 2.4K in late June and ending the quarter with a similar figure. Active users showed an upward trend, rising from 2.1K to 2.2K by the end of the quarter.
Goo: ASMR Slime Simulator by EXOMIND saw its weekly revenue peak at $552 in late June, followed by a gradual decline, stabilizing around $300 by the end of September. Downloads had a significant spike to 1.8K in early September, while active users remained relatively stable, fluctuating between 12.2K and 15.3K throughout the quarter.
Diamond Painting ASMR Coloring from CrazyLabs LTD maintained a steady revenue stream, hovering around $100 weekly. Downloads saw an initial high of 5.3K in late June, with a dip mid-quarter, and then a recovery to 1.8K by the end of September. Active users similarly started high at 9K, dipped mid-quarter, and recovered to 4K by quarter-end.
Jelly Dye: Jelly Games & ASMR published by CASUAL AZUR GAMES showed stable weekly revenue around $70-$100. Downloads started strong at 4.2K in late June but gradually decreased to around 1.5K by the end of the quarter. Active users followed a similar pattern, starting at 11.2K and ending at 4.7K.
Antistress - relaxation toys from JindoBlu had modest weekly revenue, peaking at $60 in mid-July and gradually declining to $17 by the end of September. Downloads had a consistent decline from 2.2K in late June to 583 by the end of the quarter. Active users also saw a decline from 12.6K to 5.7K over the same period.
For more detailed insights and data on app performance, visit Sensor Tower.