AI Insights · Timothy · January 2022
Top 5 Snake Games on Android in Chile Q4 2021
Explore the performance of the top 5 Snake Games on the Android platform in Chile during Q4 2021, including trends in downloads, revenue, and active users.
The fourth quarter of 2021 saw notable performances from the top 5 Snake Games on the Android platform in Chile. Here's a detailed look at how these games fared in terms of downloads, revenue, and active users.
Snake.io - Fun Snake .io Games from Kooapps Games experienced a steady journey throughout Q4 2021. Weekly downloads started strong at 8.1K in late September, surging to 16.6K by the end of December. Revenue fluctuated but remained relatively stable, peaking at $26 in early October and mid-December. Active users saw a rise from around 79.7K to a high of 103.9K by the last week of December.
slither.io by Lowtech Studios showed a consistent trend in downloads, starting at 4.7K and ending the quarter at 6.6K. Revenue exhibited minor fluctuations, peaking at $12 in early December. Active users remained relatively stable, with a slight increase from 59.9K to 59.6K over the quarter.
Worm.io: Slither Zone, published by Rocket Game Studio, had a dynamic quarter. Downloads peaked at 9.5K in late November, before settling at 3.9K by the end of December. The game's active user base grew from 1.2K to 11K, with a small revenue generation of $2 in the last week of December.
Snake Arena: Snake Game 3D by CASUAL AZUR GAMES displayed a varied performance. Downloads started at 4.6K in late September, dropping to 745 in early December before rebounding to 6.7K by the end of the quarter. Revenue saw minor peaks, reaching up to $8 in mid-October and late December. Active users followed a similar pattern, decreasing from 12.4K to 5K before climbing back to 13.5K.
Finally, Worms Zone .io - Hungry Snake, also from CASUAL AZUR GAMES, experienced a steady quarter. Downloads hovered around 3K initially, peaking at 4.6K in mid-October, and ending at 1.8K. Revenue remained modest, peaking at $37 in late November. Active users showed a gradual decline from 48.1K to around 36.9K by the end of December.
These insights, sourced from Sensor Tower, reflect the dynamic nature of the mobile gaming market. For more detailed analytics and trends, visit Sensor Tower.