AI Insights · Timothy · April 2022
Top 5 Low Poly Games Performance in Central America Q1 2022
Explore the performance of the top 5 low poly games on a unified platform in Central America during Q1 2022, highlighting trends in downloads, revenue, and active users.
In the first quarter of 2022, the top 5 low poly games on a unified platform in Central America showcased interesting trends in downloads, revenue, and active users. The data, provided by Sensor Tower, offers a comprehensive insight into the performance of these games.
Roblox experienced fluctuations in its weekly downloads, starting with approximately 380K downloads at the end of December 2021 and ending with around 200K downloads in the last week of March 2022. The game's weekly revenue peaked at around $282K in late December 2021, with a general decline to about $190K by the end of March 2022. The weekly active users also saw a downward trend from 6.35M to 5.97M over the quarter.
Stick vs Craftman had a notable increase in downloads initially, reaching around 263K in the week of January 31, but gradually decreased to about 52K by the end of March. Revenue remained minimal, with a peak of around $9 in early March. Active users followed a similar trend to downloads, starting at approximately 28K and peaking at around 195K in late January before declining to about 86K by the end of March.
Riding Extreme 3D showed a steady increase in downloads from around 37K in late December to approximately 72K by the end of March. Revenue, although low, peaked at around $45 in the final week of March. The active user base grew steadily from approximately 88K at the end of December to about 170K by the end of March.
Craft Rain Fun Castle saw its downloads peak at around 168K in early February but experienced a decline to about 28K by the end of March. The active users followed a similar pattern, peaking at around 218K in early February and declining to approximately 49K by the end of March.
Idle Lumber Empire had a fluctuating download trend, starting with about 67K in late December and peaking at around 84K in late February before stabilizing at around 57K by the end of March. The game’s revenue saw a peak of approximately $3K in early January, with a general decline to around $1.2K by the end of March. Active users also fluctuated, starting at around 91K and peaking at approximately 135K in late February, before settling at about 111K by the end of March.
For more detailed insights and data, visit Sensor Tower.