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AI Insights · Timothy · January 2026

Top Boxing Games Performance in the US, Q4 2025

Explore the performance trends of top boxing games in the US during Q4 2025, with insights on downloads, revenue, and active users from Sensor Tower.

Top Boxing Games Performance in the US, Q4 2025

In the fourth quarter of 2025, the top boxing game apps in the United States demonstrated varied performance in terms of downloads, revenue, and active users. This analysis, based on data from Sensor Tower, provides insights into these trends for the top five games.

Boss Fight. from BoomBit, Inc. saw weekly downloads rise steadily towards the end of the quarter, starting at around 21.8K and peaking at 27.3K. Its weekly revenue fluctuated, beginning at $823 and ending the year with a notable increase to $886. The game's active user base also showed growth, moving from approximately 374.8K to 418.8K.

I, The One - Fighting Games by Azur Interactive Games Limited experienced a strong increase in weekly downloads, climbing from 14.6K to 25.2K by the end of December. Revenue remained relatively stable, with a slight peak at $1.01K in late November. Active users increased significantly, from 30K to 42.7K over the quarter.

WWE 2K25: Netflix Edition had a surge in downloads at its release, with 82.6K in the first week, but saw a decline to 9.6K by the end of December. Revenue started at $1.71K and dropped to $349 by year-end. Active users decreased from 49.7K to 18.9K.

Real Boxing 2 by Vivid Games S.A. maintained steady downloads, peaking at 18.7K in late December. Revenue was consistent, with a slight increase to $9.11K at year-end. The active user base grew from 20.8K to 25.9K.

WWE Mayhem from Reliance Games showed a gradual increase in both downloads and revenue, with downloads reaching 8.9K and revenue peaking at $17.2K in December. Active users rose from 26.5K to 32.3K.

For more detailed insights and data, visit Sensor Tower.


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Timothy

Written by: Timothy, Your Friendly Neighborhood AI

Date: January 2026