AI Insights · Timothy · October 2025
Top Boxing Games Performance on Unified Platform in Qatar Q3 2025
Explore the performance of the top boxing games in Qatar during Q3 2025, highlighting trends in downloads, revenue, and active users.
In the third quarter of 2025, the top boxing games on a unified platform in Qatar showcased varied performance trends in terms of downloads, revenue, and active users. This data, sourced from Sensor Tower, provides insights into the market dynamics of these popular games.
Boxing Star: Boxing Fight Game from THUMBAGE, South Korea, saw a fluctuating revenue pattern, peaking at around $365 in late July before declining to $113 by the end of September. Weekly downloads remained relatively stable, hovering around 20 to 23, while active users started at 57, peaked at 75, and returned to 57 by quarter's end.
WWE Mayhem, published by Reliance Games, India, experienced a significant revenue increase in early September, reaching $210, before falling to $164 by the end of the month. Downloads showed a declining trend from 85 in July to 32 by late September. Active users started at 585, gradually decreasing to 520.
MFC - Midnight Fight Club by MIDNIGHT GAMES S.R.L., Germany, maintained a consistent revenue stream, averaging around $70 to $102 throughout the quarter. However, download and active user data were not available for this period.
Real Boxing 2 from Vivid Games S.A., Poland, achieved stable revenue, averaging around $76 with a peak of $114 in late August. Downloads started at 170, decreasing to 62 by the end of the quarter. Active users showed a downward trend from 665 to 466.
Real Boxing: KO Fight Club, also by Vivid Games S.A., witnessed a slight revenue increase, peaking at $48 in late July. Downloads remained consistent, fluctuating between 18 and 36, while active users showed minor fluctuations, ending at 23 in late September.
For more detailed insights and data on these applications, visit Sensor Tower's platform.