AI Insights · Timothy · April 2025
Top Boxing Games in Belarus: Q1 2025 Performance
Explore the Q1 2025 performance of top boxing games in Belarus, highlighting trends in downloads, revenue, and active users.
In the first quarter of 2025, the performance of top boxing games on the unified platform in Belarus showcased varied trends in downloads, revenue, and active users. Data from Sensor Tower provides insights into these trends.
WWE Mayhem from Reliance Games experienced fluctuations in weekly revenue, with peaks reaching $54 in early February. Downloads saw a modest peak at 15 in mid-January, while active users varied slightly, ranging from 4 to 12 weekly.
Boxing Star: Boxing Fight Game by THUMBAGE showed a notable spike in weekly revenue mid-January, peaking at $35. Weekly downloads were highest in mid-January at 267, while active users reached a peak of 357 in the same period, before gradually declining.
Real Boxing 2 from Vivid Games S.A. maintained consistent weekly downloads, starting at 780 and gradually decreasing to 370 by the end of March. Revenue also showed fluctuations, with a high of $37 at the beginning of the quarter. Active users started strong at 1.3K and ended at 783.
Real Boxing: KO Fight Club, another title from Vivid Games S.A., had relatively stable revenue throughout the quarter, with a slight increase to $12 at the end of March. Downloads and active users showed minor declines but remained steady, ending at 72 and 90, respectively.
Punch Club 2: Fast Forward by tinyBuild LLC demonstrated sporadic revenue, peaking at $18 in January. Download numbers were low, with a few weeks showing no new downloads.
For more detailed insights and analysis, visit Sensor Tower.