AI Insights · Timothy · April 2022
Top 5 Slime Games on iOS in Europe: Q1 2022 Performance
Explore the performance trends of the top 5 slime games on iOS in Europe during Q1 2022, with insights on downloads, revenue, and active users.
In the first quarter of 2022, the top 5 slime games on iOS in Europe exhibited varied performance trends in terms of weekly downloads, revenue, and active users. Here's a detailed look at each app's metrics, based on data from Sensor Tower.
Magic Slime: Antistress & ASMR from Finger Art Games showed a steady weekly revenue, peaking at $15.3K in late December and gradually declining to around $12.7K by the end of January. Weekly downloads fluctuated slightly, starting at 502 and reaching a high of 634 in late January. Active users saw a consistent decline from 19.5K at the start of the quarter to 15.1K by the end of March.
Goo: Slime simulator, ASMR by Exomind LTD experienced a decline in weekly revenue, starting at $1.6K in late December and dropping to approximately $1K by the end of March. Weekly downloads were highly variable, with a significant spike to 6.7K in March after a low of 64 in early February. Active users increased from 3.9K in late December to 5.5K in March.
Slime Games: ASMR Simulator from Shake It had relatively stable weekly revenue, hovering around $800-$1K throughout the quarter. Weekly downloads showed a downward trend, starting at 2.1K and decreasing to 1.4K by the end of March. Active users decreased from 9.2K in late December to 7.6K in March.
Fluid Simulation by Pavel Dobryakov saw fluctuating weekly revenue, peaking at $883 in late January and dipping to $252 by late March. The app's weekly downloads were highest in mid-January at 31K and then gradually declined to 4.1K by the end of March. Active users followed a similar trend, peaking at 44.5K in mid-January and falling to 12.2K by the end of March.
Super Slime Simulator from Dramaton LTD maintained a consistent weekly revenue, ranging between $400 and $900 throughout the quarter. Weekly downloads showed a peak of 27.4K in mid-January, stabilizing around 20K towards the end of March. Active users remained relatively high, starting at 111.5K in late December and ending at 106.2K in March.
For more insights and detailed data on app performance, visit Sensor Tower.