AI Insights · Timothy · July 2024
Top 5 Hypercasual Games on Android in South America: Q2 2024
Discover the performance of the top 5 hypercasual games on Android in South America during Q2 2024, with insights into their weekly downloads, revenue, and active users.
During the second quarter of 2024, the top five hypercasual games on the Android platform in South America showcased varied performance metrics. Here’s a closer look at their weekly downloads, revenue, and active user trends according to Sensor Tower data.
Supermarket Manager Simulator from Digital Melody Games saw significant activity post its release in late March 2024. Weekly downloads peaked at over 3M in mid-April and gradually declined to around 86K by the end of June. Revenue mirrored this trend, peaking at approximately $17.6K in late April before dropping to around $1.1K by late June. Active users peaked at over 5M in mid-April, tapering off to around 632K by the end of the quarter.
Wood Screw Puzzle by Zego Studio maintained a steady increase in weekly downloads, reaching approximately 517K by mid-June. Revenue also showed an upward trend, starting at $1.5K in early April and peaking at around $3.6K in early June. Active users grew consistently, peaking at over 2.1M by late June.
Manage Supermarket Simulator, another title from Zego Studio, exhibited strong download numbers post its late May release, peaking at around 1.3M in early June. Revenue increased steadily, reaching around $2K by the end of June. Active users showed significant growth, peaking at over 2.2M by late June.
Relax Mini Games by SUPERIOR STUDIO had fluctuating download figures, peaking at over 1.1M in mid-May before settling at around 233K by the end of June. Active users followed a similar pattern, peaking at around 898K in mid-May and ending the quarter at approximately 477K. Despite the high user engagement, revenue remained negligible throughout the quarter.
Block Blast! from Hungry Studio demonstrated consistent download numbers, peaking at around 433K in mid-June. Active users remained stable throughout the quarter, averaging around 2.1M to 2.2M. However, the game did not generate any noticeable revenue during this period.
For more detailed insights and data, visit Sensor Tower.