AI Insights · Timothy · October 2021
Top 5 Ultracasual Games in Belgium Q3 2021: Performance Overview
Discover the performance trends of the top 5 ultracasual games in Belgium during Q3 2021, including downloads, revenue, and active users.
In the third quarter of 2021, the ultracasual gaming market in Belgium saw notable trends across the top 5 games, with data sourced from Sensor Tower providing insights into weekly downloads and active user metrics.
Fidget Toys Trading: 3D Pop It from Freeplay LLC experienced a peak in weekly downloads, reaching approximately 36K in mid-August. However, downloads declined towards the end of the quarter, settling around 9.2K in the final week of September. Active user numbers followed a similar trend, peaking at about 72.6K mid-quarter before decreasing to 28.1K by the end of September.
DIY Makeup by Crazy Labs saw an initial dip in weekly downloads in early July, hitting a low of around 3.2K. The game then recovered, with downloads rising to about 7.2K by the end of August. Active users fluctuated throughout the quarter, peaking at 26.5K in late August and maintaining a steady rate of around 18.9K by the end of September.
Pop Us! from SayGames LTD showed varying download numbers, starting at 5743 in early July and experiencing a peak of 13.1K shortly after. Downloads then declined, averaging around 2.3K towards the end of September. Active users mirrored this trend, with a peak of 15.4K in mid-July, gradually decreasing to approximately 5.7K by the end of the quarter.
Bubble Ouch: Pop it Fidgets by WANNA PLAY GAMES LTD saw a significant drop in downloads from 28.7K at the start of the quarter to a low of 123 by the end of August. Active users similarly declined, starting at 22.4K and ending with around 1.1K in the final week of September.
Acrylic Nails!, another title by Crazy Labs, maintained a relatively stable download rate, peaking at 3.5K in mid-August. Downloads fell to around 2.5K by the end of September. Active users showed a slight decline over the quarter, from 11.4K in early July to 7.9K by the end of September. The game also generated modest revenue, peaking at $44 in late August.
For more detailed insights and data, visit Sensor Tower.