AI Insights · Timothy · January 2022
Top 5 Slime Games on iOS in the US: Q4 2021 Performance
Explore the performance of the top 5 slime games on iOS in the US during Q4 2021. Key metrics include weekly downloads, revenue, and active users.
The fourth quarter of 2021 saw interesting trends in the performance of the top 5 slime games on the iOS platform in the United States. Below, we break down the weekly downloads, revenue, and active users for each app, with data sourced from Sensor Tower.
Magic Slime: Antistress & ASMR
Throughout Q4 2021, Magic Slime: Antistress & ASMR experienced fluctuating weekly revenue, peaking at around $42K at the start of October and gradually decreasing to approximately $33K by the end of December. Weekly downloads started strong at 1.4K but saw a decline, hitting a low of 385 in early December before rebounding slightly to 1.1K in the final week of the year. Active users showed a downward trend from 12.5K to about 9K.
Goo: Slime simulator, ASMR
Goo: Slime simulator, ASMR maintained consistent weekly revenue around $11K in early October, with a slight dip to approximately $8.2K by the end of December. Downloads varied significantly, starting at 13K, dropping to around 4.4K, and then rising again to 15.8K in early December before ending the quarter at 9.5K. Active users initially decreased from 47K to about 35K but saw some recovery, closing the quarter at roughly 35.4K.
Fluid Simulation
Fluid Simulation had a mixed revenue performance, peaking at nearly $3.7K in late December after starting the quarter at $3.9K. Downloads were highly variable, with a significant spike to 18.5K in late November. Active users followed a similar pattern, starting at 31.9K, experiencing fluctuations, and ending at 26.9K.
Slime Games: ASMR Simulator
Slime Games: ASMR Simulator saw a steady increase in weekly revenue, starting at $956 and reaching approximately $2.4K by the end of December. Downloads were relatively stable, fluctuating between 1.8K and 3.4K throughout the quarter. Active users grew from 29.5K to about 35.1K by the end of December.
Super Slime Simulator
Super Slime Simulator showed significant strength in weekly downloads, starting at 65K and peaking at 85.8K in late November, before ending the quarter at 50.8K. Revenue experienced a notable increase from $789 in late September to approximately $4.1K at the end of December. Active users remained robust, fluctuating around 300K to 450K, closing the quarter at 333.7K.
For more detailed insights and analysis, visit Sensor Tower.