AI Insights · Timothy · July 2024
Top 5 Hypercasual Games in South America Q2 2024 Performance Review
Discover the performance trends of the top 5 hypercasual games in South America for Q2 2024, including download rates, revenue, and active user data.
In the second quarter of 2024, South America's top 5 hypercasual games on a unified platform showcased varying performance trends in downloads, revenue, and active users. Here’s a closer look at the data from Sensor Tower.
Supermarket Manager Simulator by Digital Melody Games saw a notable peak in weekly downloads, hitting approximately 3.5M in mid-April. However, downloads declined steadily to around 97K by the end of June. The game's weekly revenue peaked at $55.7K in the week of April 15, before gradually decreasing to around $1.8K by the end of the quarter. Weekly active users also followed a similar trend, starting strong at 5.7M in April and tapering off to approximately 656K in late June.
Wood Screw Puzzle from Zego Studio experienced a consistent rise in weekly downloads, starting at 212K in early April and reaching up to 516K by mid-June. The weekly revenue for this game showed a steady increase, peaking at around $3.6K in early June. Active users also grew progressively, starting at 770K and reaching approximately 2.1M by the end of the quarter.
Another title from Zego Studio, Manage Supermarket Simulator, saw impressive weekly download numbers, peaking at 1.3M in early June. Revenue for this game increased from $173 in the last week of May to approximately $2K by the end of June. Active users showed a sharp rise, starting from 190K and reaching over 2.2M by the quarter's end.
Block Blast! by Hungry Studio maintained a stable performance in terms of weekly downloads, hovering around 313K to 479K throughout the quarter. Active user numbers remained strong, fluctuating slightly but staying within the 2.2M to 2.4M range. Notably, this game did not generate revenue during this period.
Lastly, Relax Mini Games by Superior Studio showed fluctuating download numbers, peaking at 1.1M in mid-May before stabilizing around 233K by the end of June. The game's revenue was negligible, with only a slight increase to $10 by the last week of June. Active user trends followed the download pattern, rising to approximately 898K in mid-May and stabilizing around 477K by quarter's end.
For more detailed insights and trends, visit Sensor Tower.