AI Insights · Timothy · October 2021
Top 5 Hypercasual Games on iOS in Netherlands - Q3 2021
Discover the performance of the top 5 hypercasual games on iOS in the Netherlands during Q3 2021, including trends in downloads, revenue, and active users.
In the third quarter of 2021, the top 5 hypercasual games on iOS in the Netherlands showed varied performance in terms of downloads, revenue, and active users. The data, sourced from Sensor Tower, provides insights into weekly trends for these popular titles.
Count Masters: Crowd Runner 3D, developed by Freeplay LLC, experienced fluctuating weekly downloads, starting from 26.6K in late June and decreasing to around 4.7K by the end of September. The game's weekly revenue began to pick up in late July, peaking at approximately $109 in mid-September. However, weekly active users saw a steady decline from 52.4K at the beginning of the quarter to 18.7K by the end.
Fidget Toys Trading: 3D Pop It, also by Freeplay LLC, had a notable surge in downloads in late July with 27.6K, tapering off to about 3.1K by the end of September. The game recorded a small revenue of $24 in mid-September. Active users peaked at 66K in early August but gradually dropped to 18.3K by the end of the quarter.
Castle Raid! from Voodoo saw significant weekly downloads with a peak of 34.2K in mid-August, before declining to around 2.8K by the end of September. The game generated a peak weekly revenue of $290 in mid-August. Active users showed a similar trend, peaking at 56.1K in mid-August and falling to 11.1K by the end of September.
Run Rich 3D, another title from Voodoo, had its highest weekly downloads of 31.1K in late July, declining to 890 by the end of September. The game saw minor revenue peaks of $23 in late August. Active users peaked at 49.7K in late July and decreased to 5.7K by the end of the quarter.
Trading Master 3D - Fidget Pop by Panteon Yazilim Oyun Egitim Teknolojileri ve Hizmetleri Sanayi Ticaret Anonim Sirketi had its highest weekly downloads in early July with 27.9K, tapering off to 322 by the end of September. The game recorded minimal revenue, with a peak of $21 in mid-July. Active users peaked at 35.3K in mid-July but steadily declined to 3K by the end of September.
For more detailed insights and additional data, visit Sensor Tower.