AI Insights · Timothy · October 2021
Top 5 Slime Games Performance in Europe Q3 2021
The performance of the top 5 slime games in Europe for Q3 2021 shows varied trends in downloads, revenue, and active users.
The performance of the top 5 slime games on a unified platform in Europe during Q3 2021 presents a diverse landscape of trends in weekly downloads, revenue, and active users.
Super Slime Simulator: DIY Art experienced fluctuations in weekly revenue, peaking at around $1.9K in mid-July and ending the quarter at approximately $1.4K. Weekly downloads saw a high of 117.8K at the start of July, dipping to 73.4K in early September, and recovering to 94.6K by the end of the quarter. Active users mirrored this variability, starting at 642.7K, dropping to 519.2K, and then climbing to 572.6K by the end of September.
Slime Simulator Time: 3D ASMR had minimal revenue, with occasional spikes of $1 but no significant earnings throughout the quarter. Downloads began at 49.8K, peaked at 62.3K in mid-July, and settled at 37.9K by the end of September. Active users showed a gradual decline from 197.8K to 160.5K over the same period.
Goo: ASMR Slime Simulator reported a notable increase in weekly revenue, starting at $5.8K, dipping to $1.2K, and then increasing to $3.9K by the end of the quarter. Downloads saw a significant low of 3.5K in late July, followed by a sharp rise to 71.4K in early September, and ending at 51K. Active users showed a similar pattern, with a low of 22.8K in August, rising to 95.8K in early September, and finishing at 76.7K.
Slime ASMR Simulator DIY Slime did not generate any revenue during the quarter. Downloads remained relatively stable, starting at 22.2K, peaking at 23.2K in early July, and ending at 18.1K. Active users also remained steady, starting at 16.6K and showing a slight fluctuation, ending at 16.8K.
Fluid - Trippy Stress Reliever showed an interesting trend in revenue, starting at $391, peaking at $2.2K in mid-August, and ending at $1.1K. Downloads began at 9.6K, spiked to 18.6K in late July, and remained around 7.3K at the end of September. Active users increased from 19.3K to a peak of 29.7K in late August, then decreased to 18.2K by the end of the quarter.
For more detailed insights on the performance of these apps, visit Sensor Tower.