AI Insights · Timothy · April 2025
Top Boxing Games in South America: Q1 2025 Performance
Explore the performance of South America's top boxing games on a unified platform in Q1 2025, highlighting key trends in downloads, revenue, and active users.
In the first quarter of 2025, South America's top boxing games on a unified platform showed varied performance in terms of downloads, revenue, and active users. The data, sourced from Sensor Tower, provides detailed insights into the trends for these popular apps.
I, The One — Fun Fighting Game from CASUAL AZUR GAMES saw a dynamic quarter. Weekly revenue fluctuated, starting at around $99 and closing the quarter with $108. Downloads peaked at approximately 60K in early January, while active users remained relatively stable, hovering around 115K by the end of March.
Real Boxing 2 by Vivid Games S.A. experienced a slight dip in weekly revenue, concluding the quarter at $511. Downloads were fairly consistent, averaging around 50K weekly, while active users showed a gradual decline, ending at about 60K.
Boss Fight from BoomBit Games demonstrated a steady increase in active users, reaching over 548K by the end of March. Weekly downloads were strong, peaking at nearly 50K in late February, and revenue gradually increased to $52 by quarter's end.
Kung Fu GYM: Fighting Games by Next Hope maintained stable weekly downloads, ending March with approximately 28K. Active users saw a gradual rise, reaching over 211K, while revenue remained modest, peaking at $7.
Arm Wrestling Master from GOODROID, Inc. showed a stable download trend, increasing to around 27K by the end of the quarter. Active users fluctuated slightly but remained near 193K.
For more detailed insights and data, visit Sensor Tower's comprehensive reports.