AI Insights · Timothy · October 2025
Top Boxing Games Performance in Latin America Q3 2025
Discover the performance trends of the top boxing games in Latin America during Q3 2025, with insights on downloads, revenue, and active users.
The third quarter of 2025 saw notable activity in the boxing games category across Latin America. Here’s a detailed look at how the top five games performed in terms of weekly downloads, revenue, and active users.
I, The One — Fun Fighting Game from CASUAL AZUR GAMES showed a varied pattern in its metrics. Weekly downloads peaked in mid-August and September, reaching up to 100K. Revenue fluctuated slightly but remained around $200, with a peak of $245 in August. Active users saw a significant rise in early August, touching 250K, before stabilizing towards the end of September.
Boss Fight by BoomBit Games experienced a consistent increase in active users, starting at 1.1M in July and ending at approximately 1.5M by September. Downloads hovered around 60K weekly. Revenue, however, showed modest growth, peaking at $188 at the end of July before declining.
Real Boxing 2 from Vivid Games S.A. had a revenue peak of $1.1K in early September. Downloads were highest in early July at 78K but generally decreased over the quarter. Active users started at nearly 98K and showed a downward trend, ending at around 72K.
Kung Fu GYM: Fighting Games by Next Hope maintained steady weekly downloads with a peak of 26K in late July. Revenue was minimal, with a slight increase to $31 in early July, and active users remained relatively stable around 260K throughout the quarter.
Lastly, Real Boxing – Fighting Game, also from Vivid Games S.A., showed consistent downloads around 20K weekly, with revenue peaking at $263 in mid-September. Active users remained steady, fluctuating slightly around 39K.
These insights are based on data from Sensor Tower, providing a comprehensive overview of the boxing games market in Latin America. For more detailed analytics and trends, visit Sensor Tower's platform.