2026 State of Mobile is Live!

In the second quarter of 2025, the top slime games on the unified platform in the United States demonstrated varied performance metrics. Here's a closer look at how these apps fared in terms of weekly downloads, revenue, and active users.
PlaySlime: Slime Simulator Game from Slime Simulator Studio showed a consistent weekly revenue, averaging around $22K to $24K, with a slight peak at $23.1K in late June. Downloads exhibited a notable rise towards the end of the quarter, reaching 7.1K in the last week of June. Active users steadily increased from 77.9K to 83K by the quarter's end.
My Talking Slimy: Slime Cat 3D by Pixeland LLC saw fluctuating weekly revenue, peaking at $14.1K in early May. Downloads varied, with a peak of 8.4K mid-May. Active users showed a decline from 63.8K to 59.1K by the end of June.
I, Slime by Games Hub Hong Kong Limited, despite its recent release, experienced a surge in downloads, peaking at 33K in early June. Revenue started strong at $13.5K but decreased to $11.7K by late June.
Jelly Toys - Slime Simulator from Sound Jedi Ltd. maintained stable revenue around $1.2K to $1.4K. Downloads remained low, with a slight increase to 681 in mid-June. Active users decreased from 9.5K to 6.7K over the quarter.
Finally, World of Slime Simulator Games by Solid Apps INC showed steady revenue, consistently around $1.2K to $1.3K. Downloads gradually increased, ending at 721 in the last week of June. Active users remained stable, ending the quarter at 1.3K.
These insights from Sensor Tower provide a snapshot of the slime gaming market's dynamics in the US for Q2 2025. For more detailed data and trends, visit Sensor Tower's website.