We’ve acquired Video Game Insights (VGI)!
In the fourth quarter of 2024, the io games category on iOS in the Dominican Republic displayed diverse trends in downloads, revenue, and user engagement. According to Sensor Tower data, this period was marked by fluctuations across the top five apps.
Paper.io 2, published by Voodoo, showed a dynamic performance. Weekly downloads started at approximately 1.7K and saw a gradual decline, reaching a low of about 532 in early December, before recovering to 944 by the end of the year. Revenue peaked at $35 in early November, with a noticeable dip to $2 in the last week of December. The app maintained a strong user base, with active users peaking at over 4.8K in early October and ending the quarter around 4K.
Hole.io, another Voodoo title, experienced an increase in revenue early in the quarter, reaching $42, before fluctuating and closing the year at $23. Downloads saw an initial drop from 1.4K to 653, but there was a resurgence, peaking at 1K in late December. Active users followed a similar trend, with numbers starting at 4.7K, dipping mid-quarter, and then rising to nearly 3.7K by the year's end.
Snake.io - Fun Online Snake from Kooapps had a stable download performance, with numbers hovering around 900 throughout the quarter. The app's revenue was minimal, reaching a peak of $24 in mid-November. Active users started at 6.7K, saw a dip to 4.7K, but recovered to 6K by the end of December, indicating consistent user retention.
slither.io, developed by Lowtech Studios LLC, had modest download figures, starting at 418 and gradually increasing to 675 by late December. Revenue was negligible, with a slight uptick to $17 in early November. Active users mirrored download trends, with a rise from 4.1K to over 4.3K, suggesting a steady user interest.
Lastly, Snake Clash! by Supercent, Inc. showed a varied performance with downloads starting at 180, peaking at 394 in mid-December, and ending at 208. Revenue was sporadic, with a notable increase to $52 in the week before Christmas. Active users began at 1.2K, peaked at 1.6K, and concluded the year at approximately 1.4K.
For more detailed insights and data on these apps, visit Sensor Tower.