AI Insights · Timothy · July 2021
Top 5 Slime Games in the US Q2 2021: Unified Platform Performance
Explore the performance of the top 5 slime games in the US during Q2 2021, including trends in downloads, revenue, and active users.
In Q2 2021, the top 5 slime games on a unified platform in the US showed varied performance trends in terms of downloads, revenue, and active users. The data, sourced from Sensor Tower, provides valuable insights into the popularity and financial success of these apps.
Slime Simulator Fluid Games saw its weekly revenue peak at $133K in mid-June before dropping to $59K by the end of the quarter. Weekly downloads experienced a decline, starting at 58.8K in late March and falling to 13.8K by late June. Active users remained relatively stable, peaking at 194K in early June and ending the quarter at 170K.
Magic Slime: Antistress & ASMR experienced a gradual decline in weekly revenue, starting at $103K in early April and decreasing to $73K by the end of June. Downloads also showed a downward trend, dropping from 32K in late March to 4K by late June. Active users followed a similar pattern, decreasing from 70K to 26K over the quarter.
Goo: Slime simulator, ASMR showed a positive trend in revenue, increasing from $15K in late March to $25K by mid-June, before a slight drop to $18K at the end of the quarter. Downloads saw significant growth, peaking at 102K in mid-June before stabilizing at 64K. Active users also increased, reaching a high of 190K in mid-June and ending the quarter at 157K.
Super Slime Simulator demonstrated consistent growth in weekly downloads, rising from 104K in late March to 193K by mid-June, before a slight dip to 180K by the end of the quarter. Revenue fluctuated, peaking at $5.6K in late June. Active users showed a steady increase, reaching over 1M by mid-June.
Jelly: Slime simulator, ASMR had a relatively stable performance in terms of revenue, maintaining around $2K throughout the quarter. Downloads fluctuated, peaking at 7.4K in early April and ending at 1.9K by late June. Active users remained steady, hovering around 20K to 28K throughout the quarter.
For more detailed insights and data, visit Sensor Tower.