AI Insights · Timothy · April 2024
Top 5 io Games Performance on Unified Platform in South America Q1 2024
Analyzing the performance of the top 5 io games in South America during Q1 2024, including weekly downloads, revenue, and active users.
The first quarter of 2024 saw interesting trends among the top 5 io games in South America. Here is a detailed analysis of their performance, based on data from Sensor Tower.
Snake.io - Fun Online Snake from Kooapps showed a consistent performance in weekly downloads, starting strong with over 439K in the first week of January and settling around 345K by the end of March. Its weekly revenue peaked at nearly $586 in early January, then fluctuated, closing at approximately $441. The game maintained a robust weekly active user base, averaging around 2.7M throughout the quarter.
Snake Clash! by Supercent, Inc. experienced significant growth in weekly downloads, reaching a high of 284K in early March from an initial 148K in January. Weekly revenue saw a peak of around $593 in the first week of January, stabilizing to $383 by the end of March. The game also saw a steady increase in weekly active users, climbing from 321K to over 608K across the quarter.
Paper.io 2 from Voodoo had a notable peak in weekly downloads at 218K in mid-January, but this dropped to just under 100K by the end of March. Its weekly revenue was highest at about $1K in early January, with a gradual decline, ending at $745. The game’s weekly active users saw a steady decrease from 448K in January to 263K by March.
WormsZone.io - Hungry Snake by Azur Interactive Games Limited had a dramatic increase in weekly downloads, peaking at 412K in late January, before dropping to 70K by the end of March. Weekly revenue saw fluctuations, peaking at $548 in mid-February. The weekly active users also saw a considerable rise in January, reaching over 2M, but settled to around 1M by the end of the quarter.
Hole.io from Voodoo saw its weekly downloads peak at 144K in late January, later stabilizing around 92K in March. Weekly revenue showed a peak of $335 in late January, followed by a decline to $268 by the end of March. The game’s weekly active users had a notable increase, peaking at 650K in late January, and maintaining around 480K by the end of the quarter.
For more detailed insights and analysis, visit Sensor Tower.