AI Insights · Timothy · July 2022
Top 5 Hypercasual Games on Android in the Middle East Q2 2022
Discover the top-performing hypercasual games on Android in the Middle East for Q2 2022, with insights on weekly downloads, revenue, and active users trends.
In the second quarter of 2022, hypercasual games continued to captivate audiences on the Android platform in the Middle East. Here’s a closer look at the performance of the top five games, based on data from Sensor Tower.
Tall Man Run saw impressive growth in Q2 2022. Weekly downloads surged from 1.6K at the end of March to a peak of 117K in mid-May, before tapering off to around 38K by the end of June. The game's weekly revenue also showed positive momentum, starting at $2 in late April, peaking at $25 in mid-May, and then fluctuating between $3 and $12 towards the end of the quarter. Weekly active users mirrored the download trend, rising from 2.7K in late March to a high of 280K in late May, before settling at around 142K by the end of June.
DOP 4: Draw One Part maintained a steady presence in the market. Weekly downloads ranged from 63K to 105K in April, dipped to around 28K in May, and then climbed back to approximately 46K by the end of June. The game had a consistent number of weekly active users, starting at 136K in late March and peaking at 213K in mid-April, before stabilizing around 139K towards the end of June.
Fill The Fridge showed consistent performance throughout Q2. Weekly downloads increased from 52K at the end of March to a high of 78K in mid-June. The game’s weekly revenue started at $58 in late March, fluctuated slightly, and ended at $43 in late June. Meanwhile, weekly active users grew from 113K in late March to nearly 197K by the end of June.
Bridge Race also performed well in Q2. Weekly downloads rose from 27K in late March to a peak of 79K in mid-April, then fluctuated around 54K towards the end of June. The game’s weekly revenue varied from $5 to $42 during the quarter. Active users increased from 138K in late March to a peak of 262K in late April, before stabilizing around 242K by the end of June.
Snake.io - Fun Snake .io Games demonstrated steady performance. Weekly downloads ranged from 57K to 83K throughout the quarter. The game generated weekly revenue of around $72 to $121, remaining fairly stable. Active users started at 703K in late March, saw a slight dip, and then rose again to 623K by the end of June.
The data from Sensor Tower highlights the dynamic nature of the hypercasual gaming market in the Middle East. For more detailed insights and trends, visit Sensor Tower.