AI Insights · Timothy · April 2024
Top 5 io Games Performance on Unified Platform in United States in Q1 2024
An overview of the performance of the top 5 io games in the United States during Q1 2024, including weekly downloads, revenue, and active users.
In the first quarter of 2024, the top 5 io games in the United States showcased varied performance in terms of downloads, revenue, and active users. Here’s a detailed look at how each game fared:
Paper.io 2 from Voodoo experienced a notable fluctuation in weekly downloads, peaking at around 228K in the first week of January and then stabilizing around 156K by the end of March. The game’s weekly revenue saw a gradual decline from $28.9K at the start of the quarter to about $22.1K in the last week of March. Meanwhile, the weekly active users dropped from 562K to approximately 439K over the same period.
Hole.io, also by Voodoo, had a steady weekly download rate, starting at 118K and ending at 100K. Weekly revenue for the game hovered between $6.3K and $8.2K throughout the quarter, without any dramatic spikes. The weekly active users showed a downward trend from 723K in the first week of January to about 588K by the end of March.
Agar.io from Miniclip.com had a consistent download pattern, with a peak of 37.2K in the week of February 19. The game’s weekly revenue varied, reaching its highest at $7.3K in the first week of January and then fluctuating around $5.2K to $7.2K for the rest of the quarter. Weekly active users for Agar.io saw a significant increase in mid-February, peaking at 78.5K before settling around 56.5K by the end of March.
Little Big Snake from LittleBigSnake, Inc, had a slow start in terms of downloads but picked up momentum, reaching 3.7K in the last week of March. Weekly revenue for this game saw an upward trend, peaking at $7.9K in late February. The weekly active users gradually increased from 10.5K at the beginning of January to 11.3K by the end of March.
Finally, Snake Rivals - io Snakes Games by Supersolid Ltd had a steady performance in downloads, peaking at 6.5K in the second week of January and ending the quarter with around 4.9K. Revenue for the game hovered around $2.9K to $4.9K, with a slight dip mid-quarter. The weekly active users saw a general decline from 13.5K at the start of January to about 14K by the end of March.
These insights are based on data from Sensor Tower, and more detailed analysis can be found on their platform.