AI Insights · Timothy · April 2022
Top 5 Snake Games on Android in Belgium: Q1 2022 Performance
Discover the performance trends of the top 5 snake games on Android in Belgium during the first quarter of 2022, including weekly downloads, revenue, and active users.
In the first quarter of 2022, the top 5 snake games on Android in Belgium showcased a variety of performance trends. Here’s a detailed look at their weekly downloads, revenue, and active users.
Snake.io - Fun Snake .io Games started the quarter strong with a peak in weekly downloads at approximately 11.4K in mid-January. However, downloads gradually decreased to about 3.7K by the end of March. Weekly revenue for the game showed a similar trend, peaking at around $52 in late January and tapering off to approximately $30 towards the end of the quarter. Active users also saw a high in late January with about 60.9K users, but this number decreased to around 34.8K by the end of March.
slither.io experienced relatively stable weekly downloads, ranging from 1K to 2.3K throughout the quarter. Revenue peaked modestly at $13 in mid-January but remained low overall. The game maintained a steady number of active users, fluctuating between 15.5K and 20.2K over the three months.
Snake Arena: Snake Game 3D saw a significant drop in weekly downloads, starting at around 3.2K in early January and falling to approximately 760 by the end of March. Revenue was minimal, with a slight peak at $11 in the final week of March. Active users followed a downward trend from about 5.5K in early January to 1.7K by the end of the quarter.
Worms Zone .io - Hungry Snake showed a moderate increase in weekly downloads, starting from 834 and reaching a peak of 1.3K in early January, then fluctuating around 400 to 900 for the rest of the quarter. Revenue peaked at $40 in early January and remained low but consistent. Active users ranged from 8.1K to 14K, showing slight fluctuations throughout the quarter.
Snake Battle: Worm Snake Game had a steady increase in weekly downloads, starting at 381 in late December and peaking at 972 in late February. Revenue was negligible, with a small peak of $9 in mid-March. The game’s active users increased from 626 in late December to 1.6K by the end of March.
For more detailed insights and trends, visit Sensor Tower.