AI Insights · Timothy · April 2023
Top 5 Hypercasual Games on Android in Turkey, Q1 2023
Discover the top-performing hypercasual games on Android in Turkey for Q1 2023, including their download, revenue, and active user trends.
During the first quarter of 2023, the hypercasual gaming category on the Android platform in Turkey saw significant activity. Here’s a detailed look at the performance of the top 5 hypercasual games, according to data from Sensor Tower.
Attack Hole - Black Hole Games from Homa showed a notable growth pattern. Weekly downloads started at 53.6K in late December, peaking at 328.7K in January, before stabilizing around 226.9K by the end of March. Revenue saw a steady increase from $15 in mid-January to $65 in mid-March. Active users also increased, starting from 41.5K in late December and reaching 391.8K by the end of the quarter.
Going Balls by Supersonic Studios LTD experienced a consistent rise in downloads, starting at 92.1K in late December and reaching 207.7K in early March. Revenue peaked at $330 in mid-March. Active users started at 509.3K and peaked at 752.7K in mid-March before settling at 551.3K by the end of the quarter.
2 3 4 Player Mini Games maintained a strong presence throughout the quarter. Downloads began at 84.7K in late December, peaking at 156.4K in late January, and then gradually declined to 83.5K by the end of March. Active users started at 1.59M in late December, peaking at 2.63M in early February, before stabilizing around 2M by the end of the quarter.
Thief Puzzle: to pass a level by TapNation saw its weekly downloads increase from 77.1K in late December to a peak of 142.4K in mid-February, ending the quarter at 82.3K. Revenue remained relatively stable, peaking at $22 in early March. Active users grew from 152.7K to a peak of 298.4K in late February, before tapering off to 224.1K by the end of March.
Snake.io - Fun Snake .io Games from Kooapps Games showed a consistent download trend, starting at 75.9K in late December, peaking at 155.6K in early February, and ending at 65.2K by late March. Revenue saw minor fluctuations, peaking at $60 in late March. Active users grew from 505.4K in late December to a peak of 795.6K in early February, before settling at 566.5K by the end of the quarter.
For more detailed insights into the performance of hypercasual games, visit Sensor Tower.