AI Insights · Timothy · April 2022
Top 5 Hypercasual Games on iOS in the Middle East Q1 2022
Discover how the top 5 hypercasual games performed on iOS in the Middle East during Q1 2022, including trends in weekly downloads, revenue, and active users.
In Q1 2022, the hypercasual games market on iOS in the Middle East showcased some interesting trends. Here’s a closer look at the performance of the top 5 hypercasual games during this period, based on data from Sensor Tower.
Snake.io - Fun Online Snake from Kooapps saw a steady increase in weekly revenue, peaking at approximately $845 in the final week of February. Weekly downloads showed notable fluctuations, reaching a high of around 52K in mid-March. Active users also exhibited growth, starting from 254K at the beginning of January and peaking at nearly 372K in mid-March.
Bridge Race by SUPERSONIC STUDIOS LTD experienced a decline in weekly revenue, starting at $416 in late December and dropping to $56 by the end of March. Weekly downloads showed a similar downward trend, beginning at about 33K and ending at around 20K. Active users decreased from 127K to approximately 107K over the quarter.
Count Masters: Crowd Runner 3D from Freeplay LLC had a varied performance. Weekly revenue fluctuated, peaking at $231 in mid-January before dropping to $18 by late March. Downloads started at 25K, reaching a high of around 37K in early January, and then declining to about 20K by the end of March. Active users followed a similar trend, starting at 100K and ending at roughly 84K.
Differences - Find & Spot Them by Easybrain Ltd showed growth in weekly revenue, peaking at $112 in late February. Downloads saw a significant increase, starting at 2.8K and peaking at around 49K in mid-February. Active users mirrored this growth, beginning at 36K and reaching a peak of around 136K in mid-February.
Slap And Run from Voodoo had a mixed performance. Weekly revenue remained relatively low, peaking at $67 in early January. Downloads peaked at around 67K in mid-January but fell to about 9K by the end of March. Active users also saw a peak of 95K in late January before declining to approximately 22K by the end of the quarter.
These insights highlight how each game performed in terms of revenue, downloads, and active users. For more detailed insights and data, visit Sensor Tower.