AI Insights · Timothy · October 2021
Top 5 Ultracasual Games on Android in Brazil Q3 2021
Discover the top-performing ultracasual games on Android in Brazil during Q3 2021, focusing on weekly downloads, revenue, and active user trends.
Performance of Top 5 Ultracasual Games on Android in Brazil Q3 2021
In the third quarter of 2021, ultracasual games continued to captivate Brazilian Android users. Here are the performance insights for the top 5 games in this category, based on data from Sensor Tower.
Fidget Toys Trading・Pop It 3D
Released by Freeplay Inc in July 2021, this game saw a remarkable rise in weekly downloads, peaking at approximately 1M in mid-August. Active users also surged, reaching nearly 1.6M in early August before gradually declining to around 484K by the end of September.
Pop It Fidget 3D
This game from CDT Puzzle Games, launched in June 2021, enjoyed a steady stream of downloads, with weekly figures ranging from 738K at the end of June to 277K by late September. Active users remained relatively stable, peaking at over 1M in early July and maintaining a solid base of around 882K by the end of the quarter.
Fidget Toys 3D - Antistress
Fidget Dev’s offering, released in March 2021, showed consistent weekly downloads, with numbers hovering around 382K at the end of June and tapering off to approximately 245K by late September. Active users exhibited a fluctuating trend, starting at 702K at the end of June and dropping to around 337K by the end of the quarter. The game also generated modest weekly revenue, peaking at $14 in mid-August.
DIY Makeup
CrazyLabs LTD released this game in March 2021. It experienced variable weekly downloads, starting at 200K at the end of June and stabilizing around 97K by late September. Active users showed a similar trend, peaking at 650K at the end of June and closing the quarter with approximately 345K.
Antistress - relaxation toys
JindoBlu’s game, available since November 2016, maintained steady weekly downloads, with numbers starting at 132K at the end of June and decreasing to about 36.5K by late September. Active users followed a downward trajectory, from 688K at the end of June to approximately 411K by the end of the quarter. The game generated weekly revenue peaking at $74 at the end of June.
For more detailed insights and data, visit Sensor Tower.