AI Insights · Timothy · October 2021
Top 5 Slime Games on iOS in Australia for Q3 2021
Discover the performance trends of the top 5 slime games on iOS in Australia during Q3 2021, including insights on downloads, revenue, and active users.
The third quarter of 2021 saw intriguing trends in the performance of the top 5 slime games on iOS in Australia. Here's a closer look at how each app fared in terms of weekly downloads, revenue, and active users.
Super Slime Simulator by Dramaton LTD experienced fluctuating weekly revenue, peaking at $535 in mid-July before gradually declining to $65 by the end of September. Downloads started strong with 8K in early July but tapered off to around 5.5K by the end of the quarter. Active users peaked at 17.3K in early July, then saw a dip to 11.2K in late July, before recovering to 13.8K by the end of September.
Fluid Simulation by Pavel Dobryakov saw a significant spike in revenue mid-August, reaching $973, before stabilizing around the $200-$300 range in September. Downloads also peaked mid-August at 2.5K, then settled around 900 by late September. Active users mirrored this trend, peaking at 3.7K in late August and then stabilizing around 2.6K by the end of the quarter.
Goo: Slime simulator, ASMR from Exomind LTD maintained a consistent revenue stream, hovering around $400 throughout the quarter. Downloads varied, with a notable peak of 2.7K at the end of August, before stabilizing around 1.7K by late September. Active users saw an upward trend, starting at 3.2K in August and ending at 5.2K by the end of September.
Virtual Slime by Cider Software LLC had a relatively stable revenue trend, with minor fluctuations around $50-$150. Downloads showed a slow but steady increase, starting at 1.4K in late June and rising to 1K by the end of September. Active users followed a similar pattern, starting at 2.5K in late June and reaching 2K by the end of September.
Finally, Slime Games: ASMR Simulator by Shake It saw consistent revenue, ranging between $300 to $500 throughout the quarter. Downloads steadily increased from 494 in late June to 779 by the end of September. Active users also saw a consistent rise, starting at 969 in late June and reaching 1.5K by the end of September.
These insights are derived from Sensor Tower data, offering a detailed look at the performance of top slime games in Australia. For more in-depth analysis and data, visit Sensor Tower.