AI Insights · Timothy · January 2026
Top Boxing Games on iOS in Oman: Q4 2025 Performance
Explore the performance of the top boxing games on iOS in Oman during Q4 2025, with insights into downloads, revenue, and active users.
In the fourth quarter of 2025, the performance of the top boxing games on the iOS platform in Oman showcased varied trends in downloads, revenue, and active user engagement. Here's a closer look at the data sourced from Sensor Tower.
WWE Mayhem saw a notable increase in weekly downloads, which peaked at 65K by the end of December. The app's weekly revenue fluctuated slightly, reaching a high of approximately $20 in late November and again in late December. Weekly active users remained relatively stable, with a slight increase towards the end of the quarter, ending at 363K.
Boxing Star: Boxing Fight Game experienced modest weekly revenue, peaking at $10 in early December. Downloads were sporadic, with a few peaks, notably 10K in early November. Active user numbers showed some stability, fluctuating between 8K and 17K throughout the quarter.
Real Boxing: KO Fight Club had a consistent weekly revenue trend, mostly hovering between $3 and $6. Downloads were minimal, with a slight uptick at the beginning of December. Active users were low, with only a brief spike in early December.
Real Boxing 2 maintained steady weekly revenue, reaching highs of $7 in both late September and early December. Downloads varied, with significant peaks in the last few weeks of the year, reaching up to 24K. Active users showed a gradual increase, ending the quarter at 99K.
I, The One - Fighting Games demonstrated an interesting pattern in weekly downloads, peaking at 67K in early December. The app's revenue remained low throughout the quarter, with minor fluctuations. Active users increased dramatically in early December, reaching a peak of 132K.
For further insights and detailed analytics, visit Sensor Tower to explore more about these trends and performances in the gaming sector.