AI Insights · Timothy · April 2025
Top 5 Hypercasual Games on iOS in the UK: Q1 2025
Discover the performance trends of the top hypercasual games on iOS in the UK during the first quarter of 2025, with insights on downloads, revenue, and active users.
In the first quarter of 2025, the top hypercasual games on the iOS platform in the United Kingdom showcased diverse performance trends, reflecting varied user engagement and monetization strategies. Here’s a closer look at the top five games, based on data from Sensor Tower.
Block Blast! by Hungry Studio experienced a decline in weekly downloads, starting at roughly 291K at the beginning of January and dropping to about 51K by the end of March. The game’s weekly active users followed a similar downward trend, decreasing from around 1M in early January to approximately 564K by the quarter's end. Revenue data for this period was not available.
Perfect Tidy from ABI GLOBAL LTD. showed a steady decrease in weekly revenue, starting at about $2.9K and ending at $1K. Weekly downloads also saw a decline from around 71K to 15K, while active users fluctuated, peaking at 85K in late February before dropping to 17K by the end of March.
Goods Puzzle: Sort Challenge by ONESOFT GLOBAL PTE. LTD. maintained a stable revenue stream, with weekly earnings hovering around $23K to $31K. Downloads decreased from approximately 37K to 15K, while active user numbers remained relatively stable, averaging around 150K throughout the quarter.
Screwdom by Zego Global Pte Ltd saw a significant rise in weekly revenue, starting from negligible amounts in January and reaching approximately $83K by the end of March. Downloads increased from 830 in mid-January to around 22K by the quarter's close. Active users also grew significantly, peaking at about 125K in late March.
Vita Mahjong by Vita Studio experienced a gradual increase in weekly revenue, climbing from $539 to $690. Downloads showed a fluctuating pattern but generally trended upwards, starting at 18K and peaking at 29K in early March. Active users increased from 79K to around 101K by the end of the quarter.
These insights highlight the dynamic nature of the hypercasual gaming market in the UK, with varying trends in user engagement and monetization. For more detailed analysis and insights, visit Sensor Tower.