AI Insights · Timothy · October 2025
Performance of Top Boxing Games in Oceania Q3 2025
Explore the trends in downloads, revenue, and active users for the top boxing games in Oceania during Q3 2025.
In the third quarter of 2025, the boxing game landscape in Oceania saw a variety of trends across downloads, revenue, and active users. Here's a closer look at the performance of the top five boxing games on a unified platform.
I, The One - Fighting Games by Azur Interactive Games Limited experienced fluctuations in weekly revenue, peaking at $141 in late July and dipping to $93 towards the end of September. Downloads varied, starting at 1.4K and closing the quarter just above 1K. Active users saw a slight decline from 3.4K to around 2.6K.
Boss Fight. from BoomBit, Inc. showed a decline in revenue mid-quarter, reaching a low of $9 in early September before recovering to $62 by the end of the month. Downloads were stable, starting at 1.6K and ending at nearly 1.4K. Active users increased steadily, peaking at nearly 35K.
Real Boxing 2 by Vivid Games S.A. saw revenue peak at $1K at the end of September, with a notable rise from $352 in early September. Downloads remained relatively stable, ranging from 600 to 1.2K. Active users decreased slightly from 4K to 2.7K over the quarter.
Boxing Star: Boxing Fight Game, published by THUMBAGE, experienced a revenue decline early in the quarter but rebounded to $736 by the end. Downloads dropped from 917 in early July to 204 by September's end. Active users decreased from 1.2K to 422.
Finally, Real Boxing: KO Fight Club, also by Vivid Games S.A., maintained relatively stable metrics. Revenue started at $225 and peaked at $337 in mid-July. Downloads remained fairly consistent, hovering around 300, while active users saw a slight decline from 307 to 277.
These insights, derived from Sensor Tower, provide a comprehensive view of the boxing game market in Oceania. For more detailed analytics, visit Sensor Tower's platform.