AI Insights · Timothy · January 2022
Top 5 Ultracasual Games in Sweden Q4 2021
Discover the performance trends of the top 5 ultracasual games in Sweden during Q4 2021, including weekly downloads, revenue, and active users.
In the fourth quarter of 2021, ultracasual games captured the attention of mobile users in Sweden. Here’s a look at how the top 5 titles performed in terms of weekly downloads, revenue, and active users, based on data from Sensor Tower.
Magic Slime: Antistress & ASMR by Finger Art Games saw fluctuations in its weekly revenue, peaking at around $3.1K in late November. Weekly downloads were relatively low but stable, with a slight increase towards the end of December reaching 49. Active users showed a gradual decline from 2K in late September to approximately 1.6K by the end of December.
Slime it: Slime Game Simulator from Slime4Fun experienced a peak in weekly downloads at 464 in early October, with another rise to 246 in the last week of December. Revenue remained fairly consistent, averaging around $400-$500, with a notable dip to $332 in the final week. Active users saw a steady decrease from 2.1K in late September to 1.6K by the end of the quarter.
Goo: Slime simulator, ASMR by Exomind LTD faced a challenging quarter with significant drops in weekly downloads and active users. Downloads spiked to 458 in early November but dropped to single digits by the end of the quarter. Revenue remained modest, peaking at $334 in late September and decreasing to $190 by the end of December. Active users also saw a decline from 319 to 307 over the same period.
Jelly Dye:Satisfying ASMR Game developed by AI Games FZ showed a strong performance with a peak of 2.2K downloads in early November. Revenue was relatively stable, hovering around the $100 mark, with a slight increase to $108 mid-November. The game maintained a solid user base, peaking at 4.8K active users in early November and ending the quarter with 2.3K.
Diamond Painting ASMR Coloring from Crazy Labs saw a positive trend in weekly downloads, peaking at 1.2K in the last week of December. Revenue fluctuated, reaching a high of $190 in late November. Active users showed a steady increase, peaking at 2.1K in the final week of the quarter.
These insights highlight the dynamic nature of the ultracasual games market in Sweden. For more detailed analytics and insights, visit Sensor Tower.