AI Insights · Timothy · July 2022
Top 5 Hypercasual Games on iOS in South America Q2 2022
Explore the performance trends of the top 5 hypercasual games on iOS in South America during Q2 2022, including weekly downloads, revenue, and active user metrics.
During the second quarter of 2022, the top hypercasual games on the iOS platform in South America showed varied performance trends in terms of weekly downloads, revenue, and active users. Here’s a closer look at how these games fared:
Fill The Fridge! by Rollic Games experienced a consistent trend in weekly downloads, peaking at around 49K in mid-April and maintaining a strong presence throughout the quarter. Weekly revenue saw a slight fluctuation, peaking at approximately $361 in mid-April and closing the quarter at around $300. Active users showed a similar trend, starting at around 76K and reaching a high of 98K in mid-April before stabilizing at around 91K by the end of June.
Bridge Race from SUPERSONIC STUDIOS LTD showed a steady increase in weekly downloads, starting at approximately 22K at the end of March and peaking at 32K towards the end of June. The game's weekly revenue fluctuated modestly, peaking at around $214 in early June. Active users followed a similar upward trend, starting at around 41K and reaching approximately 54K by the end of the quarter.
Count Masters: Crowd Runner 3D by Freeplay LLC demonstrated a stable performance in weekly downloads, averaging around 20K to 34K throughout the quarter. Weekly revenue remained relatively steady, peaking at around $185 in mid-April. The game maintained a strong base of active users, starting at around 101K and ending the quarter with approximately 92K.
Going Balls, another title from SUPERSONIC STUDIOS LTD, saw consistent weekly downloads, peaking at around 25K in mid-April. The game's weekly revenue remained stable, peaking at approximately $235 at the end of March. Active users ranged from approximately 67K to 73K, showing a stable user base throughout the quarter.
Deliver It 3D by Voodoo showed significant growth in weekly downloads, peaking at around 48K in early May before gradually declining to around 3.5K by the end of June. The game's weekly revenue peaked at approximately $112 in early May and then saw a gradual decrease. Active users followed a similar trend, peaking at around 89K in early May before declining to approximately 31K by the end of June.
For more detailed insights and data, visit Sensor Tower.