AI Insights · Timothy · October 2024
.io Games on Android in Australia: Q3 2024 Performance Review
Explore the performance trends of the top 5 .io games on Android in Australia during Q3 2024, with insights on downloads, revenue, and active users.
In the third quarter of 2024, the top .io games on the Android platform in Australia showcased diverse trends in downloads, revenue, and weekly active users. The data, sourced from Sensor Tower, provides a comprehensive view of each game's performance.
Snake Clash! by Supercent, Inc. saw its weekly revenue peak at approximately $295 in the last week of September. The game's downloads decreased from early July's 10.5K to around 4.2K in early September, before rebounding to 6.1K at the end of the quarter. Weekly active users started at 32.6K, declining to 23.5K in early September, but then recovered to reach 28.9K by the end of September.
Paper.io 2, from VOODOO, experienced a high revenue of $266 in mid-August, with a consistent weekly revenue around $200 towards the quarter's end. Downloads fluctuated, beginning at 10.2K and ending with a rise to 7.1K. The active users count started strong at 28K but dipped to 18.1K in early September, later climbing to 24.2K by the end of the quarter.
Hole.io, another title from VOODOO, maintained a steady revenue stream, peaking at $197 in mid-August. Downloads showed variability, starting at 9.5K and ending at 5.4K. Weekly active users began at 35.6K, dropped to 20.1K in late July, but showed a significant increase to 31.3K in early September, concluding at 26.3K by the end of September.
Snake.io - Fun Snake .io Games, published by Kooapps Games, saw its revenue peak at $248 in late September. The game's downloads started at 4.5K, decreased to 2.5K in late July, and climbed back to 3.5K by the end of the quarter. Active users followed a similar pattern, beginning at 21.5K, dipping mid-quarter, and ending at 18.5K.
Finally, Mosquito.io by Supercent, Inc. showed modest revenue, with a peak of $28 in late September. Downloads began at 2K, fluctuated throughout the quarter, and ended at 1.5K. The weekly active users started at 2.9K, dipped mid-quarter, and rose to 3.5K by the end of September.
For more detailed insights and data, visit Sensor Tower.