AI Insights · Timothy · January 2022
Top 5 Hypercasual Games in Saudi Arabia - Q4 2021 Performance
Discover the performance trends of the top 5 hypercasual games in Saudi Arabia during Q4 2021, based on data from Sensor Tower.
The fourth quarter of 2021 saw notable trends in the performance of the top 5 hypercasual games in Saudi Arabia. Based on data from Sensor Tower, here’s a closer look at the weekly downloads, revenue, and active users for each game on a unified platform.
Candy Challenge 3D: Survival! experienced a significant number of downloads, starting strong with 183K in early October and peaking at 282K in the second week. However, there was a decline towards the end of the quarter, with downloads dropping to around 54K in the last week of December. Weekly active users mirrored this trend, beginning with 178K and peaking at 453K mid-October, before settling at approximately 161K by the end of the year.
Flex Run 3D had a notable surge in downloads early in October, reaching 73K, and hitting a peak of 102K the following week. This was followed by a gradual decline, ending the quarter with around 11K downloads. Active users also showed strong initial numbers, peaking at 146K mid-October, but decreased to 35K by the end of December. The game generated minimal revenue, with a peak of $10 in mid-October.
Snake.io - Fun Online Snake maintained consistent weekly downloads, starting at 41K and ending the quarter with around 50K. The game’s revenue saw a gradual increase, peaking at $281 in the final week of December. Active users remained steady throughout the quarter, averaging around 520K and peaking at 570K in mid-October.
Bridge Race had a stable download rate, with weekly downloads fluctuating between 36K and 52K. Active users showed a similar pattern, maintaining around 180K to 200K for most of the quarter. The game’s revenue peaked at $138 in the last week of December, showing a slight increase from the earlier weeks.
Stacky Dash saw a significant increase in downloads early in the quarter, peaking at 68K in mid-October, but this number declined to around 13K by the end of December. Active users followed this trend, rising to a high of 143K in mid-October before falling to 66K by the end of the year. Revenue for the game remained minimal, with minor fluctuations throughout the quarter.
For more detailed insights and data, visit Sensor Tower.