AI Insights · Timothy · July 2025
Top 5 Slime Games on Android in Oceania: Q2 2025 Performance
Explore the performance trends of the top 5 slime games on Android in Oceania during Q2 2025, highlighting downloads, revenue, and active users.
In the second quarter of 2025, slime games continued to captivate Android users in Oceania. Here’s a look at the performance of the top 5 apps in this category, based on data from Sensor Tower.
Super Slime Simulator: DIY Art, developed by Dramaton, showed a fluctuating trend in weekly revenue, peaking at around $48 in late April, before settling at $27 by the end of June. Weekly downloads initially hovered around 3.7K but saw a dip to 1.5K in early June before recovering slightly. Active users followed a similar pattern, starting at 4.1K, dropping sharply mid-quarter, and then rising to 5.6K by the end.
Bruno – My Talking Slime Pet also from Dramaton, experienced a steady growth in weekly revenue, reaching $69 mid-April. Downloads peaked at 1.6K in mid-June, while active users consistently hovered around 25K, indicating a stable user base.
I, Slime, released by Games Hub Hong Kong Limited, showed an impressive start with its weekly revenue increasing from $213 to over $1K within two weeks. Downloads peaked at 5.7K in early June but saw a significant drop to 37 by the end of the quarter.
Super Big Slime: Black Hole 3D from Supercent, Inc. maintained a relatively stable revenue throughout the quarter, with a slight peak at $47 in mid-May. Downloads remained consistent around 500, while active users fluctuated between 14K and 16K.
My Talking Slimy Slime Pet Cat by Pixeland OU saw its revenue peak at $1.1K in late April. Weekly downloads were steady, averaging around 500, while active users varied slightly, maintaining an average of 3.3K.
These trends highlight the diverse performance of slime games in Oceania, with each app showing unique patterns in user engagement and revenue generation. For more detailed insights and data, visit Sensor Tower.