AI Insights · Timothy · July 2022
Top 5 Slime Games in Australia: Q2 2022 Performance
Explore the performance of the top 5 slime games in Australia during Q2 2022, including trends in downloads, revenue, and active users.
The second quarter of 2022 saw notable trends in the performance of the top 5 slime games on a unified platform in Australia. Here's a detailed look at how these apps fared.
Slime Games: ASMR Simulator from Shake It saw a peak in weekly revenue at around $772 in late March, with a slight decline to approximately $400 by mid-June, before rising again to $667 by the end of June. Weekly downloads started strong at 6K, peaked at 9.3K in mid-April, and showed a steady increase towards the end of the quarter, reaching 8.4K. Active users followed a similar pattern, beginning at 19.3K, peaking at 28.1K in mid-April, and closing at 24.9K.
Goo: Slime simulator, ASMR by Exomind LTD experienced a decline in weekly downloads from 1.5K at the end of March to single digits by mid-May, before a slight recovery to 25 downloads by the end of June. Revenue fluctuated, starting at $268, dipping to a low of $84 in early May, and stabilizing around $199 by the end of June. Active users decreased from 11.3K to 7.2K throughout the quarter.
Fluid Simulation, developed by Pavel Dobryakov, saw a consistent performance in weekly downloads, averaging around 500 with minor fluctuations. Revenue peaked at $148 in mid-April, with a general downward trend to about $65 by the end of June. Active users remained relatively stable, averaging around 1.5K.
World of Slime Simulator Games by Solid Apps INC had modest weekly downloads, peaking at 342 in mid-April and stabilizing around 100 by the end of June. Revenue was low but steady, averaging around $30. Active users saw a peak of 542 in mid-April, declining to around 317 by the end of the quarter.
Virtual Slime from Cider Software LLC displayed stable weekly downloads, reaching a high of 911 in mid-April and maintaining around 600 by the end of June. Revenue started at $108 in late March but dropped significantly to single digits by mid-June. Active users showed a slight increase from 1.5K to 1.3K over the quarter.
These insights illustrate the varied performance of slime games in Australia during Q2 2022. For more in-depth analysis and data, visit Sensor Tower.