AI Insights · Timothy · October 2024
Top 5 Hypercasual Games Performance in Belgium, Q3 2024
Discover the performance trends of Belgium's top 5 hypercasual games in Q3 2024, with insights into downloads, revenue, and active users.
In the third quarter of 2024, the hypercasual gaming sector in Belgium showed diverse trends across the top five games on a unified platform. According to data from Sensor Tower, these games experienced varying patterns in weekly downloads, revenue, and active users.
Screw Out: Jam Puzzle by Dino Global Studio saw a significant rise in weekly revenue, beginning at a modest $81 and peaking at approximately $3.2K in late August. Weekly downloads demonstrated a strong start with 17.3K in early July, then fluctuated, ending the quarter at around 2.6K. The game maintained a robust active user base, reaching nearly 50K in mid-August before declining to 18K by the end of September.
Wood Screw, also from Dino Global Studio, experienced relatively stable weekly revenue, ranging from $348 to $744. The game had consistent weekly downloads, peaking at 5.1K in late August, with active users remaining strong, ranging between 33.6K and 42.4K throughout the quarter.
Timeline Up! by Rollic Games showed a remarkable increase in both revenue and active users. Starting with minimal revenue, it reached over $1.1K by the end of September. Downloads increased gradually, starting from zero in early July to about 1.5K by the end of the quarter. Active users expanded significantly, from just 40 to nearly 2.9K.
My Superstore Simulator from Game District LLC exhibited a steady climb in weekly downloads, starting at 575 and reaching 22.5K by the end of September. The revenue trajectory was upward, reaching $1.6K in the final week, while active users surged from 559 to an impressive 43.8K.
Screw Frenzy: ASMR Home, published by Digital Kingdom PTE.LTD., started with low activity but showed promising growth. Revenue increased from $23 in late July to $1.0K by the end of September. Downloads peaked at 4.3K in early September, while active users rose steadily, reaching over 6.1K by the quarter's end.
For more insights and detailed analytics on these hypercasual games, visit Sensor Tower.