AI Insights · Timothy · October 2025
Top Cat Games in the US: Q3 2025 Performance Overview
Discover the trends in downloads, revenue, and active users for the top cat games on a unified platform in the US during Q3 2025, with insights from Sensor Tower.
In the third quarter of 2025, the top cat games on a unified platform in the United States demonstrated varied performance in terms of downloads, revenue, and active users. Here’s a closer look at the trends for each game based on Sensor Tower data.
I Am Cat by Estoty began the quarter with substantial weekly downloads, peaking at approximately 203.9K in late July. However, there was a noticeable decline towards the end of September, with downloads dipping to around 59K. Revenue followed a similar downward trend, starting at $3.5K in early July and decreasing to approximately $1.1K by the end of the quarter. Weekly active users started strong at 591K but gradually fell to 371K.
My Talking Tom Friends 2 from Outfit7 Limited had an impressive start following its mid-July release, with downloads reaching 347.7K. However, downloads decreased significantly to roughly 28.4K by the end of September. Revenue peaked at $543 in mid-July, declining to $173 by the quarter's close. Active users saw a substantial initial surge to 404K but settled at around 62K by late September.
My Talking Tom 2 maintained a steady performance, with weekly downloads starting at 79.3K and gradually decreasing to 45.6K. Revenue fluctuated slightly, peaking at $3.9K towards the end of September. Active users remained relatively stable, starting at 881K and ending at 474K.
My Talking Angela 2 also from Outfit7 Limited, experienced a gradual decline in weekly downloads from 74K to 36.8K. Revenue followed a similar pattern, starting at $14.9K and ending at $8.4K. Active users, however, saw some recovery towards the end of the quarter, closing at 530K.
Finally, Kitty Sort: Twisted Tails by Smart Project GmbH showed varied performance. Downloads began at 54.4K, fluctuating throughout the quarter to end at 29.8K. Revenue saw a notable rise, concluding the quarter at $3.9K. Active users peaked mid-quarter at 166K and settled at 123K by the end of September.
These insights reflect the dynamic nature of the mobile gaming market. For more detailed data and analysis, visit Sensor Tower.