AI Insights · Timothy · July 2022
Top 5 Slime Games on iOS in Saudi Arabia, Q2 2022
In Q2 2022, the top 5 slime games on iOS in Saudi Arabia showed varied performance in terms of downloads, revenue, and active users. Here’s a detailed look at their trends.
Performance of Top 5 Slime Games on iOS in Saudi Arabia, Q2 2022
In Q2 2022, the top 5 slime games on iOS in Saudi Arabia exhibited a range of performance metrics, from steady downloads to fluctuating revenue and active user trends. Here’s an overview of their performance:
Goo: Slime simulator, ASMR
Throughout the quarter, weekly revenue for Goo: Slime simulator, ASMR started at around $126 and saw a decline, reaching a low of $26 in mid-June, before spiking to $159 in the last week of June. Downloads were highest at 470 in early April but dwindled to zero towards the end of the quarter. Active users hovered around 6.8K at the beginning, with fluctuations, ending at 5.3K by late June.
World of Slime Simulator Games
For World of Slime Simulator Games, weekly revenue remained relatively stable, peaking at $39 in early April and staying within the $10-$30 range for the rest of the quarter. Downloads saw a significant increase from 20 to 344 between late March and early May, then fluctuated around 50-150 downloads per week. Active users peaked at 1.4K in early May, experiencing minor fluctuations before settling at 860 by the end of June.
Slime Games: ASMR Simulator
Slime Games: ASMR Simulator had modest revenue, starting at $7 and reaching a peak of $26 in early June. Downloads were low, peaking at 24 in early May and generally staying under 20 downloads per week. Active users remained consistent, starting at 89 and ending at 57, with minor weekly variations.
Virtual Slime
Virtual Slime showed varied performance in revenue, peaking at $46 in early May but dropping to zero multiple times throughout the quarter. Downloads were more stable, ranging from 108 to 319 per week. Active users started at 1.05K, fluctuated slightly, and ended at 923.
Super Slime Simulator
Super Slime Simulator experienced steady downloads, starting at 706 in late March and reaching 623 by the end of June. Revenue was minimal, peaking at $48 in the last week of June. Active users saw a peak of 2.1K in early April, then stabilized around 1.3K towards the end of the quarter.
The data presented is sourced from Sensor Tower, where more detailed insights can be found.