AI Insights · Timothy · January 2022
Top 5 Ultracasual Games on iOS in Australia Q4 2021
Discover the performance trends of the top 5 ultracasual games on iOS in Australia during Q4 2021, with insights on weekly downloads, revenue, and active users.
Throughout Q4 2021, the top 5 ultracasual games on iOS in Australia showcased varying trends in weekly downloads, revenue, and active users. Here's a closer look at their performance, based on data from Sensor Tower.
Magic Slime: Antistress & ASMR from Finger Art Games saw a gradual decline in weekly downloads, starting at 265 in late September and dropping to 146 by the end of December. Weekly revenue fluctuated, peaking at approximately $1.5K in mid-October and ending the quarter around $1K. Active users also decreased from 635 in late September to 374 by the end of the year.
Diamond Painting ASMR Coloring by Crazy Labs experienced a drop in weekly downloads from 1.4K in late September to 1.1K in late December. Despite this, weekly revenue showed a steady increase, reaching around $529 by the end of the quarter. Active users fluctuated but saw an overall increase from 2.9K in late September to 2.1K by the end of December.
Goo: Slime simulator, ASMR from Exomind LTD had a significant drop in weekly downloads from 1.7K in late September to just 92 in late December. Weekly revenue remained relatively stable, averaging around $270 throughout the quarter. Active users decreased from 5.2K in late September to 3.1K by the end of December.
Slime it: Slime Game Simulator by Slime4Fun saw a noticeable decline in weekly downloads from 132 in late September to 34 by the end of December. Weekly revenue also decreased, starting at $430 and ending the quarter around $176. Active users gradually declined from 3.4K in late September to 2.5K by the end of December.
Jelly Dye:Satisfying ASMR Game from AI Games FZ maintained strong weekly downloads, starting at 4.6K in late September and peaking at 4.8K by the end of December. Weekly revenue varied, with a peak of $388 in mid-October and ending the quarter at $196. Active users remained high, starting at 13.1K in late September and reaching 12.3K by the end of December.
For more detailed insights and data on app performance, visit Sensor Tower.