AI Insights · Timothy · July 2022
Top 5 Hypercasual Games on Android in Austria - Q2 2022
Discover the performance trends of the top 5 hypercasual games on the Android platform in Austria during Q2 2022, with insights on downloads, revenue, and active users.
The second quarter of 2022 saw interesting trends in the performance of the top 5 hypercasual games on the Android platform in Austria. Below, we delve into the weekly downloads, revenue, and active user metrics for these popular games.
Tall Man Run
Throughout Q2 2022, weekly downloads for Tall Man Run started strong with a significant peak at the end of April, reaching approximately 8K downloads. However, there was a noticeable decline towards the end of June, settling around 2K downloads. Weekly revenue showed a modest increase, peaking at $26 by mid-May, and then slightly fluctuating around $17. Active users peaked in early May at around 14K but saw a steady decline, ending the quarter at approximately 6.2K.
Airport Security
Airport Security's weekly downloads fluctuated, peaking at 6.5K in mid-April before dropping to around 1.1K by the end of June. Revenue saw a gradual increase, reaching a high of $41 in mid-May, but generally hovered around $17. Active users peaked at 8K in mid-April but declined to around 2.3K by the end of the quarter.
Count Masters: Stickman Games
Count Masters: Stickman Games maintained a relatively stable download rate, averaging around 3K downloads weekly with a slight peak of 3.4K in late April. Active users also remained stable, fluctuating between 8.9K and 9.8K throughout the quarter. Revenue was negligible until the last week of June when it recorded $9.
Fill The Fridge
Fill The Fridge experienced consistent downloads, with a peak of around 3K in late June. Revenue fluctuated, peaking at $72 at the end of March and maintaining around $24-$39 towards the end of the quarter. Active users demonstrated a steady increase, peaking at 8.5K by the end of June.
DIY Joystick
DIY Joystick saw an initial surge in downloads in early April, peaking at around 7.2K, but tapered off to approximately 1.2K by the end of June. While the game did not generate any revenue, active users showed a gradual increase, peaking at 9.2K in mid-April and maintaining around 6.3K towards the end of the quarter.
These insights are based on data from Sensor Tower. For more detailed analytics and insights, visit Sensor Tower.