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DEVELOPER · GOOGLE PLAY

HyperFusion Games: app revenue & downloads

HyperFusion Games publishes 13 apps on Google Play, 13 of them listed here with AppGazers revenue and download estimates. Every figure is a worldwide model estimate with an 80% band, not reported revenue.

Estimates: recorded period: Oct 1 – Oct 31, 2026Updated Store data as of

Apps published
13Google Play
Modeled portfolio sum, revenue
$0 – $65KSum of 13 apps' 80% bands; not company revenue
Modeled portfolio sum, downloads
452.2K – 2.2MSum of 13 apps' 80% bands

Top HyperFusion Games apps by modeled revenue

Top 10 HyperFusion Games apps by modeled revenue
#AppDeveloperStoreCategoryEst. revenue (80% band)Est. downloads (80% band)Report
1Block Craft World 3DHyperFusion GamesGoogle PlayAdventure< $5K (Sep 24 – Oct 24, 2026)26.2K – 128.9K (Sep 24 – Oct 24, 2026)Details
2Block Craft World SandboxHyperFusion GamesGoogle PlaySimulation< $5K341.3K – 1.6MDetails
3Car Crash SimulatorHyperFusion GamesGoogle PlayRacing< $5K49.9K – 234.1KDetails
4Bark & BlastHyperFusion GamesGoogle PlayAction< $5K (Sep 24 – Oct 24, 2026)< 5K (Sep 24 – Oct 24, 2026)Details
5Build an AquaparkHyperFusion GamesGoogle PlaySimulation< $5K22.9K – 112.4KDetails
6Go To Car Driving 5HyperFusion GamesGoogle PlayAction< $5K (period ending Oct 11, 2026)< 5K (period ending Oct 11, 2026)Details
7Cosmic Towers - Tower DefenseHyperFusion GamesGoogle PlayStrategy< $5K (period ending Oct 11, 2026)< 5K (period ending Oct 11, 2026)Details
8Drift Racing JDM TakatoHyperFusion GamesGoogle PlayRacing< $5K4.8K – 23.4KDetails
9Lucky Kick: Block and BrainrotHyperFusion GamesGoogle PlaySimulation< $5K7.1K – 34.8KDetails
10Vibe DriverHyperFusion GamesGoogle PlayRacing< $5K (Sep 21 – Oct 21, 2026)< 5K (Sep 21 – Oct 21, 2026)Details

About the portfolio sum

The portfolio sum adds the low (P10) and high (P90) ends of each listed app's 80% band for its recorded estimate period. It is a modeled sum of gross in-app spend on Google Play, not HyperFusion Games's company revenue: it leaves out ads, web sales, other stores and profit, and the sum of the bands is wider than an 80% band of the total.

Top grossing apps · Most popular apps and how much they make

How these estimates work

Revenue is modeled gross in-app spend (in-app purchases and subscriptions, in US dollars) for the recorded estimate period. Recent estimates cover a rolling 30-day interval; older estimates may cover a calendar month. A missing start date is not inferred. It excludes advertising revenue, web sales and net profit. Downloads are modeled for the same recorded period. Both are worldwide model estimates from public App Store and Google Play signals, not reported figures and not country-level numbers.

Every figure is an 80% band (P10 to P90): the model expects the true value to fall inside it most of the time. Apps below roughly 5K per estimate period show as “< 5K”, and a figure the model did not produce shows as “Not estimated”, never as zero.

Read more on the AppGazers data limits page, or look up any app in the free app revenue estimator and app download estimator, and check a keyword in the keyword difficulty checker.

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