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iOS Games - Volume distribution

03-19-2014, 05:20 PM
#1
Joined: Jan 2014
Location: U.K
Posts: 24
iOS Games - Volume distribution

I was just wondering if anyone has any solutions in regards to volume distribution of iOS games?

Essentially Kickstarter is used as a preorder website and we would like to offer our game for the iOS. Apple Volume purchasing seemed to be the answer however you can only do that within your own territory. It would be a logistical nightmare and unfair to only offer to pledgers within our own country.

So, we asked Apple how to distribute to 1000s of copies home and abroad..and we got a response you can only get 100 promotional codes. We didn't ask for promotional codes we said..and anyhow..they're for promotion?! Apple said try another department and that dept said...you can only get 100 promotional codes.

Any ideas or advice please or should we just offer DRM free PC downloads?
03-19-2014, 06:30 PM
#2
Joined: Mar 2014
Location: Montreal, QC
Posts: 9
As far as I know, developers only have access to the promo codes for distribution outside of individuals purchasing the app from the app store. I'll be monitoring this thread though, because I would love to know if there is another way.

Co-founder and Primary Developer at NAHCSgames.com.
Check out our first game #REALBIRD_REAL, a free download on the iTunes App Store.
03-21-2014, 01:25 PM
#3
Joined: Sep 2010
Location: Morestel, France
Posts: 566
Do you have a free version? Or demo that can turn into a full version? If yes, add a way to enter a code. I guess you could store few 1000's valid keys and send one to your backers.
In a later update, you could remove this stuff, so people don't share codes (as long as you validate the purchase). Nit the best solution but feasable.

JC
03-21-2014, 03:31 PM
#4
Joined: Jan 2014
Location: U.K
Posts: 24
Quote:
Originally Posted by Ovogame View Post
Do you have a free version? Or demo that can turn into a full version? If yes, add a way to enter a code. I guess you could store few 1000's valid keys and send one to your backers.
In a later update, you could remove this stuff, so people don't share codes (as long as you validate the purchase). Nit the best solution but feasable.

JC
At one time that was a solution as a Kickstarter game released a free version with limited content which then their backers could enter a code. However I've heard and also read Apple's terms and conditions that you're not allowed to have content unlocked by a code. So essentially they've closed a loophole

I just wish Kickstarter would work with Apple so successful projects can distribute their game easier. I've assumed not being able to purchase volume copies for abroad is down to money laundering reasons.
03-21-2014, 07:00 PM
#5
Joined: Sep 2009
Location: Vancouver, Canada
Posts: 978
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Depending on the type of game, you could make a limited version of the game free and have an in-app purchase to upgrade to the paid version.

You could then give out your own custom "promo codes" that would be verified against your server and then activate the full version of the game for Kickstarter backers as if they had purchase the IAP.

I've done this in the past (as have other devs) for support purposes (e.g., I was able to give users their virtual coins back if they lost them).