AI Insights · Timothy · January 2022
Top 5 Slime Games Performance on Unified Platform in the US Q4 2021
Discover the performance trends of the top 5 slime games on a unified platform in the US during Q4 2021, including weekly downloads, revenue, and active users.
In the fourth quarter of 2021, the top 5 slime games in the United States on a unified platform showed varied performance trends in terms of weekly downloads, revenue, and active users. This data, provided by Sensor Tower, reveals interesting insights into the market dynamics of these popular apps.
Magic Slime: Antistress & ASMR from Finger Art Games saw consistent weekly revenue, starting at $42.6K at the end of September and experiencing a gradual decline to $32.6K by the end of December. Weekly downloads for the app fluctuated, peaking at 1.8K in early October before dropping to a low of 381 in mid-December. The app’s weekly active users displayed a steady decline from 12.5K at the beginning of the quarter to around 9K by the end of December.
Goo: Slime simulator, ASMR by Exomind LTD maintained stable weekly revenue, starting at $12.9K and ending the quarter at $9.5K. The app's weekly downloads saw significant fluctuations, reaching a peak of 23.9K in early November and then tapering off to 9.5K by the end of December. There was also a notable variation in weekly active users, with numbers peaking at 79.2K in early November before reducing to 55.1K by the end of the quarter.
Slime Games: ASMR Simulator from Shake It showed a varied revenue trend, starting at $1.9K and increasing to $6.9K by the end of December. The app's weekly downloads were robust, peaking at 162.8K in late November, though they saw a drop to 66K by mid-December. Weekly active users for this app ranged widely, starting at 753K and peaking at 909.9K in late November before tapering off to 721.9K by the end of the quarter.
Fluid Simulation by Pavel Dobryakov experienced fluctuating weekly revenue, starting at $3.9K and ending at $1.4K. Weekly downloads for the app ranged from a low of 5.1K in early October to a high of 18.6K at the end of November. The app's weekly active users also showed variability, starting at 31.9K and peaking at 33.5K at the end of November before settling at 26.9K by the end of December.
Lastly, Girls Slime Simulator Games by Time Out Apps Inc had modest weekly revenue, starting at $144 and increasing to $534 in mid-December before ending the quarter at $274. Weekly downloads for this app ranged from 820 to 2.1K, showing a slight increase towards the end of the quarter. The app’s weekly active users showed a slight fluctuation, starting at 3.7K and ending at 3.2K by the end of December.
For more detailed insights into the performance of these apps, visit Sensor Tower.