AI Insights · Timothy · July 2024
Top 5 Slime Games Performance in the US for Q2 2024
Discover how the top 5 slime games performed in the United States during Q2 2024 with insights on downloads, revenue, and active users.
In Q2 2024, the top 5 slime games in the United States showcased varied trends across downloads, revenue, and weekly active users, as reported by Sensor Tower. Here’s a closer look at their performance:
World of Slime Simulator Games experienced fluctuating revenue, peaking at around $2.6K in mid-April and closing the quarter at approximately $1.3K. Downloads saw a surge towards the end of May, reaching 1.1K in early June before slightly declining. Weekly active users started at 2.5K in April and gradually declined to 2.1K by the end of June.
Super Slime - Black Hole Game saw consistent downloads, with a peak of 61.5K in early April and maintaining around 48.5K by the end of June. Revenue peaked at $785 in early April and saw a slight decline to $476 by the end of June. Weekly active users showed a strong upward trend, starting at 383K and reaching 414K by the end of the quarter.
Goo: Slime simulator, ASMR had a downward trend in both revenue and weekly active users. Revenue dropped from $1.2K in early April to $259 by mid-June. Active users decreased from 249 in April to 90 by the end of June.
Bruno - My Super Slime Pet showed strong download numbers, starting at 34.7K in early April and peaking at 46.1K in early June. Revenue was inconsistent, peaking at $409 in late June. Active users showed a consistent upward trend, starting at 210K and reaching 263K by the end of the quarter.
Fluid Simulation witnessed steady downloads, peaking at 2.6K in late June. Revenue was sporadic, with highs of $371 in early April and $328 in late June. Active users increased from 5K in early April to nearly 5.8K by the end of June.
For more detailed insights and comprehensive data, visit Sensor Tower.