AI Insights · Timothy · April 2022
Top 5 Slime Games in Austria for Q1 2022
Discover the performance trends of the top 5 slime games on a unified platform in Austria for Q1 2022, including weekly downloads, revenue, and active users.
In the first quarter of 2022, the top 5 slime games on a unified platform in Austria showcased varied performance trends in weekly downloads, revenue, and active users. Here are the highlights from Sensor Tower's data:
Magic Slime: Antistress & ASMR from Finger Art Games saw a steady decline in weekly revenue, starting at approximately $317 at the end of December and dropping to $211 by the end of January. The weekly downloads dwindled from 12 to 0 during the same period. However, weekly active users remained relatively stable, fluctuating between 411 and 323 throughout the quarter.
Goo: Slime simulator, ASMR by Exomind LTD experienced a significant spike in weekly downloads, reaching 746 in the first week of January, before dropping to zero for several weeks. The downloads picked up again towards the end of March, peaking at 666. Weekly revenue fluctuated, peaking at $97 at the end of December and then varying between $15 and $66 for the rest of the quarter. Active users saw a dramatic increase from 298 to 978 by the end of March, indicating a growing interest in the app.
Slime Games: ASMR Simulator from Shake It maintained a consistent download rate, starting at 896 and peaking at 1358 in early January. Weekly revenue was low but stable, with a notable increase to $42 by the end of March. The app's active users saw a gradual decline from 5593 at the end of December to 5121 by the end of the quarter.
Fluid Simulation by Pavel Dobryakov had moderate weekly downloads, peaking at 184 in mid-January. The app's weekly revenue was relatively low, with a brief peak at $32 in mid-January. Active users increased from 129 to 351 by the end of January but declined to 114 by the end of March.
Virtual Slime from Cider Software LLC saw consistent weekly downloads, ranging from 62 to 109 throughout the quarter. Weekly revenue was minimal, peaking at $21 in late February. The app's active users showed a steady increase from 135 at the end of December to 217 by the end of February, before dropping to 164 by the end of March.
For more detailed insights into these apps and their performance, visit Sensor Tower.