AI Insights · Timothy · October 2025
Top 5 3D Anime Games in Poland: Q3 2025 Performance Overview
Explore the performance trends of the top 3D anime games in Poland during Q3 2025, including downloads, revenue, and active users.
In the third quarter of 2025, the top 3D anime games in Poland showcased varying trends in downloads, revenue, and active users. Here's a closer look at their performance.
Umamusume: Pretty Derby from Cygames, Inc. saw significant fluctuations in weekly revenue, peaking at approximately $16.5K in late July before gradually declining to around $3.4K by the end of September. Downloads also declined over the quarter, starting at 8.9K in early July and ending at 2.2K. The game's active user base grew from 5.8K to 18.1K in early September, ending at 14.4K.
Genshin Impact by COGNOSPHERE PTE. LTD. maintained strong weekly revenue, with a notable peak of $35K in early September. Downloads varied slightly, reaching 3.4K in early September, while active users consistently increased, peaking at 76.9K by the end of the quarter.
Legend of Gladiator・Epic Quest from TapNation experienced a decline in downloads, dropping from 2.9K in July to around 1.2K by the end of September. Weekly revenue fluctuated modestly, peaking at $505 in early August. Active users decreased significantly, starting at 3K and falling to 872 by quarter's end.
Love and Deepspace by INFOLD PTE. LTD. experienced a notable drop in weekly revenue, from $36.3K in late June to $19.7K by late September. Downloads also decreased, starting at 1.9K and ending at 830. The game maintained a relatively stable active user base, peaking at 15.2K in early August.
DRAGON BALL GEKISHIN SQUADRA from Bandai Namco Entertainment Inc., released in September, saw a strong start with 9.1K downloads in its launch week. Weekly revenue increased slightly from $818 to $1.1K by the end of the month, while active users decreased from 5K to just over 1K.
These insights are based on data from Sensor Tower, where more detailed information can be found. The performance of these games reflects distinct trends in user engagement and monetization strategies across the unified platform in Poland.