Predictions for the Digital Economy in 2026 Report is Live!

During the second quarter of 2024, slime games captivated audiences in Italy, showing varying trends in downloads, revenue, and weekly active users. Here’s a detailed look at the top 5 slime games according to Sensor Tower data.
Bruno - My Super Slime Pet by Dramaton LTD saw fluctuating revenue, peaking at $74 in the last week of April. Downloads were highest in the first week of April with 19.6K, but tapered off to 5.5K by the end of June. Weekly active users also showed a consistent rise, hitting a peak of around 66.1K in mid-June before settling at 56.2K in the final week.
Super Slime - Black Hole Game from Supercent, Inc. experienced a notable revenue spike to $121 in the last week of June. Downloads were strong, particularly at the end of June, reaching 8.9K. Weekly active users remained relatively stable, fluctuating between 45.1K and 51.5K throughout the quarter.
Virtual Slime by Cider Software LLC had minimal revenue, making only $26 in the first week of April. Downloads were very low, starting at 326 and dropping to single digits by the end of the quarter. Active users also dwindled, with a minor peak of 55 in the second week of June.
Fluid Simulation by Pavel Dobryakov showed modest revenue, peaking at $44 in mid-May. Downloads reached a high of 55 in early April but dropped off to 26 by the end of June. Weekly active users were highest at the start of the quarter at 126, decreasing to 59 by the end.
World of Slime Simulator Games from Solid Apps INC maintained consistent revenue, with a peak of $51 in the second week of April. Downloads were stable, peaking at 27 in the last week of May. Active users started at 132 in early April and gradually decreased to 88 by the end of June.
For more insights and detailed data, visit Sensor Tower.