AI Insights · Timothy · April 2024
Top 5 Hypercasual Games Performance in Latin America Q1 2024
Explore the performance of the top 5 hypercasual games in Latin America during Q1 2024, focusing on weekly downloads, revenue, and active users.
In Q1 2024, the hypercasual gaming market in Latin America saw significant activity, with the top 5 games showcasing varied performance metrics. Here’s a detailed look at the performance of these games, based on data from Sensor Tower.
Build A Queen from Supersonic Studios LTD experienced fluctuating weekly revenue, peaking at around $67 in the second week of January. Weekly downloads showed a general downward trend, starting from 904K in the first week and dipping to 731K by the end of March. However, active users maintained a relatively steady range, with a slight increase from 3.7M in early January to around 3.9M by the end of the quarter.
Block Blast! by Hungry Studio saw no revenue throughout the quarter. Weekly downloads began at 986K and gradually decreased to 501K by the last week of March. Active users also showed a decline from 3.9M at the start of January to approximately 3.3M by the end of the quarter.
Block Crazy Robo World from Craft Trending Studio had no revenue data. Weekly downloads showed a significant spike mid-quarter, reaching nearly 999K in the last week of February, before dropping to 408K by the end of March. The game started with 4.4M active users, peaking at 5.6M in late February, and settled at around 4.6M by the end of March.
Help Me: Tricky Story by ABI Game Studio also reported no revenue. Weekly downloads started strong at 809K and peaked at 1.1M in mid-January, but then decreased to 308K by the last week of March. Active users grew from 760K in the first week to a peak of 2.9M in late January, before gradually declining to 1.9M by the end of the quarter.
Snake.io - Fun Snake .io Games by Kooapps Games saw a steady weekly revenue, peaking at $874 in the first week of January. Weekly downloads remained relatively stable, starting at 692K and ending at 542K. Active users fluctuated slightly but remained strong, starting at 4.4M and ending at 4.1M.
For more detailed insights and data on these games and other market trends, visit Sensor Tower.