AI Insights · Timothy · April 2025
Top 5 Slime Games on Android in Italy: Q1 2025 Performance
Discover the performance trends of the top 5 slime games on Android in Italy during Q1 2025, with insights on downloads, revenue, and active users.
In the first quarter of 2025, the top slime games on the Android platform in Italy showcased varied performance metrics in terms of downloads, revenue, and active users. Here's a detailed look at how each app fared during this period.
Super Slime Simulator: DIY Art from Dramaton experienced a notable peak in weekly downloads at 6.4K in early January, which later dipped to around 779 by late February. The app saw a steady increase in revenue, reaching approximately $29 in the week of February 24. Active users fluctuated, rising to a high of 9.5K mid-January, then gradually declining to around 4.1K by the end of March.
Bruno – My Talking Slime Pet, also by Dramaton, maintained a strong presence with weekly active users consistently above 63K, peaking at 83.3K in late December. Weekly downloads started at 6.8K, decreasing to just under 2K by the end of March. Revenue remained relatively stable, reaching up to $40 at the beginning of the quarter.
Super Big Slime: Black Hole 3D from Supercent, Inc. saw an increase in downloads, peaking at 3.3K in early March. Revenue fluctuated, with a high of $12 in early March. Active users saw a decline, starting at 3.7K and dropping to around 1.2K by the end of the quarter.
Fluid Simulation by DoGreat Technologies showed moderate download numbers, starting at 657 and tapering to 236 by late March. Revenue peaked at $20 mid-March. Active users began at 1.5K, decreasing steadily to 864 by the quarter's end.
Finally, My Talking Slimy Slime Pet Cat from Pixeland OU started with 801 downloads and ended at 289. Revenue showed a peak at $203 in January, while active users remained fairly stable, ending at around 5.3K.
These insights are based on data from Sensor Tower. For more detailed analytics and trends, visit Sensor Tower's platform. This data provides a glimpse into the dynamic landscape of slime games and their audience engagement in Italy.