AI Insights · Timothy · October 2022
Top 5 Hypercasual Games in Oceania for Q3 2022
Discover the performance of the top 5 hypercasual games in Oceania during Q3 2022, including trends in downloads, revenue, and active users.
During the third quarter of 2022, the hypercasual gaming market in Oceania showcased some intriguing trends. Here’s a closer look at the performance of the top 5 hypercasual games on a unified platform, based on data from Sensor Tower.
Fill The Fridge! by Rollic Games experienced a noticeable decline in weekly downloads, from around 52.5K at the end of June to approximately 12.2K by the end of September. Revenue also saw a downward trend, peaking at $1.5K in late June and dropping to around $650 by the end of the quarter. Active users followed a similar pattern, decreasing from about 123K to 57.7K over the same period.
Pull the Pin from Popcore GmbH showed a steady increase in weekly downloads, starting at about 18.7K in late June and reaching approximately 25.7K by the end of September. Revenue remained relatively stable, ranging between $256 and $355 per week. Active users saw a significant rise, from around 68.6K to nearly 99.5K during the quarter.
Crowd Evolution!, another title from Rollic Games, saw its weekly downloads peak at around 33.1K in early August before declining to about 15.5K by the end of September. Revenue fluctuated, reaching a high of approximately $1K in early August and ending the quarter at about $508. Active users showed a similar trend, peaking at around 83.4K in early August and decreasing to roughly 64K by the end of September.
Parking Jam 3D by Popcore GmbH maintained a relatively stable number of weekly downloads, hovering around 14K to 20K throughout the quarter. Revenue saw a gradual decline from $817 in late June to about $474 by the end of September. Active users remained consistent, ranging between 36.3K and 46.7K during this period.
Count Masters: Crowd Runner 3D from Freeplay LLC experienced a decrease in weekly downloads, starting at around 22.6K in late June and dropping to about 14.9K by the end of September. Revenue ranged from $73 to $300, peaking in early August. Active users showed a slight decline, from about 96.5K to 76.8K over the quarter.
These insights provide a snapshot of the dynamic hypercasual gaming landscape in Oceania for Q3 2022. For more detailed data and analysis, visit Sensor Tower.