AI Insights · Timothy · July 2023
Top 5 Hypercasual Games on iOS in Latin America Q2 2023
Discover the performance trends of the top 5 hypercasual games on iOS in Latin America during Q2 2023, including weekly downloads, revenue, and active users.
In the second quarter of 2023, the hypercasual gaming category on iOS in Latin America saw significant engagement and varying trends in weekly downloads, revenue, and active users. Here’s a closer look at the top 5 performing games.
Block Blast! from Hungry Studio showed a steady decline in weekly downloads, starting at approximately 78K at the end of March and dropping to around 48K by the end of June. Despite this, the game maintained a solid base of weekly active users, peaking at over 340K in mid-May before settling at around 285K by the end of June.
Bridge Race by SUPERSONIC STUDIOS LTD experienced an upward trend in weekly downloads, rising from roughly 43K in late March to over 81K by the end of June. Its weekly revenue also saw an increase, peaking at approximately $572 in the last week of June. The game’s active user base grew consistently, reaching around 180K by the end of the quarter.
Impossible Date: Tricky Riddle from Pofuduk Games had a fluctuating download trend, starting at about 41K in late March and ending at around 19K in late June. The game’s weekly revenue peaked at approximately $178 in mid-April but generally remained low. Active user numbers were highest in early May at around 213K, before gradually decreasing to about 147K by the end of June.
slither.io by Lowtech Studios LLC saw a steady increase in weekly downloads, starting at around 30K in late March and reaching over 43K by the end of June. The game’s active user base also grew, peaking at approximately 185K at the end of June. Revenue, however, remained relatively low throughout the quarter.
Going Balls, another title from SUPERSONIC STUDIOS LTD, had a mixed performance in terms of weekly downloads, starting at about 20K in late March and peaking at around 39K in early June before dropping to approximately 23K by the end of the month. Weekly revenue varied, peaking at around $537 in mid-April. The game’s active user base remained relatively stable, hovering around 135K to 166K throughout the quarter.
For more insights on the performance of these apps and other trends, visit Sensor Tower.