AI Insights · Timothy · April 2022
Top 5 Hypercasual Games on iOS in Switzerland, Q1 2022
Explore the performance of the top 5 hypercasual games on iOS in Switzerland during Q1 2022, featuring trends in weekly downloads, revenue, and active users.
During the first quarter of 2022, the hypercasual gaming category on iOS in Switzerland saw varied performance across the top 5 games. The data, sourced from Sensor Tower, reveals trends in weekly downloads, revenue, and active users for each game.
Count Masters: Crowd Runner 3D
Weekly revenue for Count Masters: Crowd Runner 3D fluctuated, peaking at approximately $113 in the last week of December and settling at around $71 by the end of March. Weekly downloads showed a downward trend, starting at 5.3K and ending at 2.5K. Active users also declined from 19.3K to 11.6K over the quarter.
Pull the Pin
Pull the Pin experienced a varied revenue trend, with notable peaks of $123 in late December and $133 at the end of February. Downloads rose significantly mid-quarter, peaking at 5.4K in the week of February 21. Active users saw a substantial increase from 6.2K at the start of the quarter to 17.1K in late February before declining to 8.5K by the end of March.
Airport Security: Fly Safe
Airport Security: Fly Safe generated notable revenue peaks of $118 and $90 in mid and late February, respectively. Weekly downloads surged to 9.7K in mid-February but gradually decreased to 1.9K by the end of March. Active users peaked at 9.1K in the week of February 21 and then declined to around 2.8K by the end of the quarter.
Going Balls
Going Balls had a relatively steady revenue stream, with minor fluctuations and a peak of $79 in late January. Downloads started at 3.3K in late December, fluctuating throughout the quarter, and ended at 1.7K. Active users remained fairly consistent, with a slight decrease from 12.1K to 10.2K over the quarter.
Bridge Race
Bridge Race's revenue showed a notable peak of $283 in late December, with fluctuations thereafter, ending at $82 in late March. Downloads began at 3.9K, saw some variation, and ended at 1.6K. Active users decreased from 13.1K at the start of the quarter to 8.3K by the end.
For more detailed insights into the performance of these games and other market trends, visit Sensor Tower.