AI Insights · Timothy · October 2025
Top Boxing Games Performance in Oman, Q3 2025
Explore the performance trends of the top boxing games on a unified platform in Oman during Q3 2025, including downloads, revenue, and active users.
In the third quarter of 2025, the top boxing games on a unified platform in Oman showcased varied performance trends, as observed from data provided by Sensor Tower.
WWE Mayhem by Reliance Games saw fluctuations in its weekly revenue, peaking at around $125 in mid-August before tapering off to $26 by the end of September. Downloads exhibited a similar pattern, reaching a high of 235 in the week of August 11 and decreasing to 90 by the end of the quarter. Active user numbers started at approximately 1.7K, peaked at 1.8K, and then gradually declined to about 1.5K.
I, The One - Fighting Games from Azur Interactive Games Limited began the quarter with a strong download count of 1.4K, which steadily decreased to 471 by the end of September. Revenue showed minor fluctuations, peaking at $30 in early September. Active users saw a decline from 2.7K to 1.3K over the quarter.
Real Boxing 2 by Vivid Games S.A. started with a download count of 738, which decreased to 112 by the end of the quarter. Revenue remained relatively stable with minor peaks, reaching $15 in mid-August. Active users decreased from 2K to around 1.2K.
Boxing Star: Boxing Fight Game, developed by THUMBAGE, maintained a consistent revenue stream, peaking at $11 in late September. Downloads and active user numbers started at 40 and 114, respectively, and showed a gradual decline over the quarter.
Lastly, Real Boxing: KO Fight Club also by Vivid Games S.A., experienced a steady decrease in downloads from 68 to 22. Revenue remained stable, with minor peaks throughout the quarter. Active user numbers similarly decreased from 54 to 25.
For more insights into the performance of these games and others, visit Sensor Tower.