AI Insights · Timothy · October 2021
Top 5 Slime Games in France Q3 2021
A detailed performance analysis of the top 5 slime games on a unified platform in France during Q3 2021, highlighting trends in weekly downloads, revenue, and active users.
Throughout the third quarter of 2021, the top 5 slime games in France showed a variety of trends in weekly downloads, revenue, and active users. Here is a breakdown of their performance:
Magic Slime: Antistress & ASMR, developed by Finger Art Games, experienced a steady decline in weekly revenue, starting at approximately $4.3K at the end of June and ending the quarter at around $2.1K. Weekly downloads also saw a drop, from 128 at the beginning of the quarter to just 13 by the end. The weekly active users followed a similar downward trend, decreasing from 6.7K to 4.2K over the same period.
Goo: Slime simulator, ASMR from Exomind LTD saw fluctuations in its weekly revenue, peaking at $546 in late June and stabilizing around the $300 mark by the end of September. Weekly downloads were highly variable, starting strong with 21K and dipping to about 3K towards the end of the quarter. Active users also showed a decreasing trend, dropping from 25.4K to 5.5K.
Fluid Simulation by Pavel Dobryakov had a notable spike in weekly downloads, reaching over 12K in late July, before settling around 1.3K by the end of September. Revenue saw a modest increase, peaking at $301 in early August. Active users mirrored the downloads trend, with a significant rise to 15K in early August and then a decline to about 2.9K by the end of the quarter.
Slime Games: ASMR Simulator from Shake It showed consistent performance in weekly downloads, peaking at 14.3K in early July and ending the quarter at 4.3K. Weekly revenue had a similar pattern, starting at $146 and ending at $138. Active users peaked at 61.8K in mid-July and decreased to 35K by the end of September.
Lastly, Girls Slime Simulator Games by Time Out Apps Inc maintained a relatively stable performance throughout the quarter. Weekly downloads fluctuated around 150, ending at 83. Revenue remained low and consistent, averaging around $25. Active users showed minor fluctuations, staying around the 3.6K mark.
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