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In the first quarter of 2024, the slime gaming category has shown varied performance across the top five applications in the United States. Here's a look at their individual progress.
Super Slime - Black Hole Game from Supercent, Inc. experienced a notable journey, with downloads peaking at nearly 120K in late January, followed by a gradual decrease to around 69K by the end of March. Weekly active users maintained an upward trend, growing from around 195K to over 331K in the same period. The game's revenue also showed an upward trend, starting the quarter with $753 and climbing to $860 by the end of March.
Dramaton LTD's Bruno - My Super Slime Pet had a mixed performance. While the app did not generate significant revenue, downloads spiked to 57K in late January, then fluctuated before settling at around 38K by March's end. The weekly active users saw a steady rise, from roughly 133K to 180K throughout the quarter.
Fluid Simulation, created by Pavel Dobryakov, showed modest activity with downloads hovering around 3K for most of the quarter, dipping to just under 1K by March 25th. Active users saw a slight decline from 8.7K to 5.5K over the three months, with revenue showing intermittent results, peaking at $309 in early February.
For World of Slime Simulator Games by Solid Apps INC, revenue began the quarter at over $2K and saw a decrease, ending at $695 in the final week of March. Downloads remained relatively low, with a peak of around 2.1K in early March, while active users presented a slight decrease from 3.2K to 2.2K during the quarter.
Lastly, Slime Simulator Time :ASMR DIY from Tap2Fun Limited Partnership had a quieter quarter with zero revenue. Downloads saw a peak of 2.1K in the first week of January and dipped to 755 by the end of March. Weekly active users saw a downward trend from 7K to just under 3.5K.
For more detailed insights on these and other applications, Sensor Tower's comprehensive data and analytics can provide further understanding of market trends and user behavior.