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In the third quarter of 2024, the top 5 slime games on a unified platform in the United States demonstrated interesting performance trends in terms of downloads, revenue, and weekly active users. Data from Sensor Tower provides valuable insights into these games' market dynamics.
Super Slime Simulator from Dramaton LTD saw a varied performance throughout the quarter. Revenue began at approximately $2.1K at the start of July, peaked at $2.5K in late July, and then gradually declined to around $1.4K by the end of September. Downloads were relatively strong, peaking at around 57K in mid-July and stabilizing around 42K towards the end of the quarter. The weekly active users started at 338K, slightly increased to 368K by mid-July, and then experienced a steady decline to 315K by the end of September.
Super Slime - Black Hole Game by Supercent, Inc. had a more stable revenue trajectory, maintaining around $500 to $600 throughout the quarter. Downloads were highest at nearly 59K in late July and decreased to about 31K by the end of September. The active user base remained relatively consistent, peaking at 466K in late August and ending the quarter at approximately 439K.
Bruno - My Super Slime Pet, also from Dramaton LTD, experienced modest revenue fluctuations, starting at $487, dropping in July, and closing the quarter with a slight increase to $526. Downloads showed a mild decline, beginning at 38K in early July and ending at 31K. Weekly active users showed a positive trend, increasing from 260K to 282K over the quarter.
My Talking Slimy: Super Cat 3D, developed by Pixeland LLC, demonstrated a strong revenue performance, starting at $10.7K and finishing the quarter at $15.5K. Downloads fluctuated, with a noticeable peak of 22K in early September before tapering off to 13K by the end of the month. Active users increased from 65K to a peak of 75K in early September, before settling at 60K at the end of the quarter.
Lastly, Fluid Simulation by Pavel Dobryakov displayed sporadic revenue, with notable peaks of $436 in late August and minimal revenue during other weeks. Downloads varied, reaching a high of 3.1K in late September. Active user numbers increased steadily, starting at 4.8K and rising to 6.9K by the end of the quarter.
For a deeper analysis of these trends and more insights, visit Sensor Tower.