AI Insights · Timothy · October 2025
Top 5 Boxing Games in Australia Q3 2025: Performance Insights
Explore the performance of the top 5 boxing games in Australia during Q3 2025, with insights on downloads, revenue, and active users from Sensor Tower.
The third quarter of 2025 saw varied performance among the top boxing games on the unified platform in Australia. Here's a closer look at how these games fared during this period, based on data from Sensor Tower.
I, The One - Fighting Games from Azur Interactive Games Limited experienced fluctuations in its weekly revenue, peaking at about $114 in late July before stabilizing around $94 by the end of September. Downloads remained relatively steady, averaging around 950 to 1.1K weekly. Active users showed a declining trend, from 2.8K at the start of the quarter to approximately 2.1K by the end.
Boss Fight. by BoomBit, Inc. saw its weekly revenue peak at $74 in late July, with a notable increase to $57 at the end of September. Downloads were highest early in the quarter at 1.3K, dropping to around 850 towards the end. Active users consistently increased, reaching a high of 25.8K by late September.
Real Boxing 2 from Vivid Games S.A. had a significant revenue spike in the last week of September, reaching $963. Downloads fluctuated slightly, starting at 888 and settling at 489 by quarter's end. Active user numbers decreased from 3K to just over 2.1K.
Real Boxing: KO Fight Club, also by Vivid Games S.A., experienced a revenue high of $284 mid-July, with a gradual decline to $86 by the end of September. Weekly downloads and active users remained relatively stable, with minor fluctuations around 250 and 220, respectively.
Burrito Bison: Launcha Libre from Kongregate saw consistent revenue, peaking at $403 mid-September. Downloads slightly increased towards the end of the quarter, reaching 257. Active users showed a slight decrease, starting at 2.2K and ending at 1.9K.
For more detailed insights and data on these games, visit Sensor Tower's comprehensive analytics platform.