AI Insights · Timothy · January 2022
Top 5 Snake Games Performance in Latin America Q4 2021
In Q4 2021, the top 5 snake games in Latin America showed varied performance across downloads, revenue, and active users, with notable trends for each.
In the fourth quarter of 2021, the top 5 snake games in Latin America exhibited diverse patterns in downloads, revenue, and active user engagement. Here’s a detailed look at their performance based on data from Sensor Tower.
Snake.io - Fun Snake .io Games saw a varied trend in weekly downloads, starting at around 259K and ending the quarter with a peak of approximately 380K. The game's weekly revenue fluctuated slightly, peaking at about $379 in the last week of December. Active user numbers also showed a positive trend, growing from approximately 1.7M to 2.1M by the end of the quarter.
slither.io experienced a decline in weekly downloads early in the quarter, from around 267K to 181K, before recovering to approximately 305K by mid-December. Revenue remained relatively stable, hovering around $60-$109. Active users decreased from approximately 2.8M to 2.5M in October but rebounded to about 3.1M by the end of December.
Worms Zone .io - Hungry Snake had a notable increase in weekly revenue, peaking at approximately $384 in early November. Download numbers saw a significant rise mid-quarter, reaching around 289K in mid-November before a slight dip and a final surge to about 271K in the last week of December. Active users showed a similar pattern, peaking at around 3M in mid-November and ending the quarter at approximately 2.9M.
Snake Arena: Snake Game 3D had a steady increase in downloads, starting at around 77K and peaking at approximately 89K by the end of December. Revenue remained relatively low, with a peak of about $43 in late December. Active user numbers followed an upward trend, growing from approximately 186K to 204K over the quarter.
Snake Battle: Color Mode experienced fluctuations in weekly downloads, starting at around 68K, dipping mid-quarter, and peaking at approximately 129K by the end of December. Revenue remained minimal, with minor increases peaking at around $15. Active users saw a significant increase towards the end of the quarter, rising from approximately 118K to 169K.
For more detailed insights and data on mobile game performance, visit Sensor Tower.