AI Insights · Timothy · July 2022
Top 5 Maze Games on Android in Latin America for Q2 2022
Explore the performance metrics of the leading maze games on Android in Latin America for the second quarter of 2022, including downloads, revenue, and active users.
During the second quarter of 2022, the top maze games on Android in Latin America demonstrated varied performance trends in terms of downloads, active users, and revenue. Below, we break down the performance of the top 5 maze games, providing insights derived from Sensor Tower data.
Multi Maze 3D from CrazyLabs LTD saw its weekly downloads fluctuate, peaking at around 150K in the week of May 2. The app had a significant decline by mid-June, with downloads dropping to approximately 45K. Weekly active users started at 308K at the end of March and peaked at 414K in early May, before declining to around 268K by the end of June.
Lets Pop, released by Phoengod, experienced a notable increase in weekly downloads, reaching its peak at about 111K in the first week of May. However, downloads saw a downward trend towards the end of the quarter, landing at around 41K. The game's weekly active users followed a similar pattern, peaking at approximately 155K in early May and decreasing to around 74K by the end of June.
Unblock Ball - Block Puzzle from Fun Free Fun maintained relatively stable weekly downloads, averaging around 35K to 45K throughout the quarter. The highest download week was at the end of May with about 47K. Weekly active users showed a slight decline from 88K at the end of March to around 64K by the end of June.
Tomb Run: Totm Maze Game by Rejoy Studio saw an impressive rise in weekly downloads, starting at around 6K at the end of March and peaking at approximately 55K by the end of June. Similarly, the weekly active users increased significantly from 7.7K in late March to about 72K by the end of the quarter.
Maze: Puzzle and Relaxing Game from Infinity Games, Lda experienced a gradual increase in weekly downloads towards the end of the quarter, peaking at around 23K in mid-June. Weekly active users showed a resurgence, rising from approximately 28K in early May to around 39K by the end of June. The game also generated minimal revenue, with the highest weekly revenue recorded at $13 in late March and early April.
For more detailed insights and data, visit Sensor Tower.