Post here what your first day app sales were like. How many apps did you sell in the first day or two? Save the Monster is now out! I will give you the sales figures when They start coming through. Save the Monster HD ***** "I LOVE THIS GAME, BUY IT NOW!" * 5/5 Stars * Canada AppStore Review * by TrueBlueRun the gaun… $0.99 Buy Now Watch Media Details***** "I LOVE THIS GAME, BUY IT NOW!" * 5/5 Stars * Canada AppStore Review * by TrueBlueRun the gauntlet and survive in a world ruled by evil robots, spanning numerous toe-curlingly challenging levels, over multiple stages and landscapes, bringing new enemies and difficulties with each stage.Warning! Do not been fooled, this game will challenge even the most skilled of you.Enjoy this game guaranteed, or your money back.Run, Sneak, Dodge, Time to perfection, and survive. •Each of the many gorgeous colour HD-graphic levels brings new mind twisting challenges, heart pumping excitement, and finger tingling addiction. So put on your sneaking shoes, and show little monster what you are made of!•This new, innovative and addictive arcade action puzzler is quite simply the best new game on the app store right now, and will keep you entertained for hours on end.****Get this game today!!****Quotes/scores***** "The next big arcade puzzler. Monster fun!" - 5/5 Review Allthehighstreet.com***** "The game we have been waiting for." - 5/5***** "This could end up being the best game of 2012!" - 5/5***** "Addictive and lots of fun. The graphics are simple yet gorgeous and cute. The music and sound effects are perfect...Lots of challenging levels you can find sneaky factor in it. Do you love MGS? You will get lots of fun, go dodge and help the monsters escape. Highly recommended." danielfanu - 5/5 US AppStore Review***** "The game is certainly fun and addictive and if you like these type of action arcade puzzle games then it's certainly one to check out." - iphoneGamerUk.co.uk - 4/5 Review***** "This is amazingly addicting simple action puzzler game...it is all about the addicting and challenging gameplay that makes this game great. There are a lot of challenging level to play. The game gets more challenging as you advance to each level. This is a highly recommended game for those who loves action puzzler type of games." iPawn4 - 5/5 US AppStore Review***** "This isn't your everyday physics-based puzzler. There is a lot going for this little game: the graphics are simple and extremely cute, the music is awesome, everything just fits so nicely together. Highly, highly recommended." _burn - 5/5 US AppStore Review***** 'I download this and wow...it's REALLY good and totally worth the asking price. It's also quite apparent from both the app description and the game itself that this was a labor of love for you Scott and that you're very proud of it...and that you should. Brilliant work.' - Member TouchArcade Forum****Get this game today!!****Highlights•40 Superb levels with 120 stars to collect - with more levels and stages being added soon•Bonus challenges to collect on each level•Literally hours of fun•High definition Retina graphics•Collect all stars per level, if you can!•Some stars are easy, some are toe-curlingly hard. •Sneak and run. Dodge and escape. •Use your speedy finger and your speedy brain. •Find the best paths, get through the barriers, flick the right switches, get past the guards and electricity fields. •Game centre enabled coming soon•Achievements coming soon•Twitter and Facebook integration•A year in the making by one person•Support indie developersUSE THE SWITCHESFlick the right switches to sneak your way down the passageways un-hindered. The barriers can sure put a stop to things!SNEAK PAST THE GUARDSPerfect timing is a must to sneak past the guards at just the right time, or they'll be on you like a hungry hippo!MAKE THE RIGHT TURNGet your brain into gear and follow your nose. Many paths and combinations are available, but choose wisely or you will end up stuck. COLLECT THE STARSIt's no easy task collecting one star, nevermind all 3 on each level. Do you dare accept the challenge?Can you help him escape?****Get this game today!!****And Have fun!Follow us: @ScottiStudios Information Seller: Genre:Adventure, Puzzle Release:Feb 28, 2012 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal DrummerB Well-Known Member Jan 17, 2009 194 0 0 Switzerland #2 DrummerB, Jan 27, 2012 Here is the first month of my must successful app yet (Practice Pro, 5 star avg.) Now, after a year it settled at about 2 sales / day. The only game I released so far, (Solitaire for iPad) wasn't a big success. Started "okay", but is now down to something like one (1) sale per week (ie. 7 days) Blackharon Well-Known Member Mar 15, 2010 978 0 16 Game Designer for Ludia Canada http://www.clermonta.wix.com/gamedesign #3 Blackharon, Jan 27, 2012 I'll post it though I'm not sure how helpful this information is. Since you asked - here is the number of units sold in the first 2 days of one of our apps. Days 3 and 4 were better, then at 5 they started the 'long tail' and slowly declined into what we have today ~10-15 sales per day. layzerboy Well-Known Member Dec 1, 2010 411 0 0 Outer Space #4 layzerboy, Jan 28, 2012 Considering i informed everyone on my social networks and contacts list, i hit about 200 on the first day, first week was better than my 1st day strangely. Everplay Well-Known Member Jan 21, 2012 440 0 0 #5 Everplay, Jan 28, 2012 Wouldn't First Week be better than First Day no matter? ;-) If you made 100 sales on Day 1, but only 1 more sale in that week, you'd have 101 sales for the week, which is better than Day 1.... Just teasing. Memir Member Jan 26, 2012 17 0 0 Software Dev. London, UK http://www.memirsoftware.com/ #6 Memir, Jan 28, 2012 I've just released the full version of my app (Turtle Trench), but 6 months ago I released a Lite version. With the Lite version I started at around 100-200 downloads a day, but it quickly declined to around 10 downloads a day. With the Paid version, it got 9 sales on the first day (mostly in the UK - I think many of these may have been my friends). I think I need to step up advertisement, or improve my keywords or description? Not sure how the App Store's keyword search determines the results (based on keywords/description/downloads/ratings?). Everplay Well-Known Member Jan 21, 2012 440 0 0 #7 Everplay, Jan 28, 2012 Turtle Trench = Lemmings? Epic. DrummerB Well-Known Member Jan 17, 2009 194 0 0 Switzerland #8 DrummerB, Jan 28, 2012 I wouldn't spend too much on advertising. Usually it's only worth it if you spend a huge amount to build up a brand, but not to directly drive sales. Instead, try posting on forums, blogs. Create trailers, if you didn't already. Ask youtubers, bloggers, news sites for reviews. layzerboy Well-Known Member Dec 1, 2010 411 0 0 Outer Space #9 layzerboy, Jan 29, 2012 funnily enough, sometimes first days sales always do better than 1 week in sales. i had a friend who had this problem, he hit around 70 downloads in his 1st day then no one downloaded it after that haha . i mean aww Black Ops Well-Known Member Dec 22, 2011 124 0 0 Game Dev, SEM, Analytics Philadelphia, Pa http://www.iphonegame.com #10 Black Ops, Jan 29, 2012 You may want to set a longer time period than first two days. The day of the week and the time of day the app is released is going to have a huge impact on the first 2 days of sales. Also take into account that certain game genres are more competitive. In a very competitive genre you may stay on front page for less than 24 hours after update. In a less competitive genre you can stay on front page significantly longer. The amount of free front page exposure is also going to have an impact on first couple days of sales. Releasing a game on a Friday is going to produce radically different numbers than releasing the exact same game on Tuesday. willzeng Well-Known Member Jan 9, 2012 220 0 0 http://itunes.apple.com/us/app/gemania/id471333673?mt=8 #11 willzeng, Jan 30, 2012 It seems few dream comes true, haha. Same for me, the first day sale is good, 500+ downloads (my app is FREE), then the first month added together only doubled that. Now it's less than 5 downloads a day, can be neglected. Beside the rank in 'Newly Released', the biggest problem I think is the App Store application. Most users use it to browse, but I find it's really hard to locate apps in latter pages. Every time you enter a specific app and quit, it starts (most likely, but now always) from the first page. And total pages you can scroll down is very limited. I really hate that as a normal user (not to say as a developer). Don't know why Apple do it so ugly. Scraff Well-Known Member Aug 1, 2011 90 0 0 #12 Scraff, Feb 1, 2012 Yeh I have been thinking about paying for advertising for my next game. But after ALOT of research on downloads/app store chart, would have to spend £2000 + for it to be worth it... I think thats a bit steep! HAHA That made me laugh! Scraff Well-Known Member Aug 1, 2011 90 0 0 #13 Scraff, Feb 1, 2012 I think its best to release Lite version and paid at around the same time to cash in on the initial buzz about your game. I used to love lemming! still not downloaded your game but ill have a look for it now. Blackharon Well-Known Member Mar 15, 2010 978 0 16 Game Designer for Ludia Canada http://www.clermonta.wix.com/gamedesign #14 Blackharon, Feb 1, 2012 I'm not certain that's true. Often people release a lite just as the initial buzz is dying out. Otherwise hearing about your app can and will just download the lite version and move on. Scraff Well-Known Member Aug 1, 2011 90 0 0 #15 Scraff, Feb 1, 2012 Yeh I kinda agree, but not totally I am going to try releasing the Paid version first. Then a week later releasing the Free version. I wouldnt see the point in doing it the other way round, like you said. Also, it depends when kinda game it is. Some are "Buy the full version...to remove the ads" but thats all you get for paying. Other type of games like cut the rope work well because they have just a few levels in the free game. Thats the way im gonna do it with Monster Breakout anyway aghartastudio Well-Known Member Oct 3, 2008 426 2 0 Game designer/ director Lyon, France http://www.1112game.com #16 aghartastudio, Feb 1, 2012 1112 ep 03 had 600-1000 units a day for the first two weeks (At 4$ for the Iphone version and 5.99 for the Ipad version) stephc_int13 Active Member Oct 2, 2010 38 0 0 CEO Paris http://int13.net #17 stephc_int13, Feb 1, 2012 ARDefender launch was about ~8000 download a day during the first two days, then less and less until it reached about 500 downloads a day ~25 days later. Shogun launch (two days ago) is about 30k downloads during the first two days, but it's increasing, but the game is Free... Scraff Well-Known Member Aug 1, 2011 90 0 0 #18 Scraff, Feb 1, 2012 Was the ARDefender free or paid. Well done with all the downloads! stephc_int13 Active Member Oct 2, 2010 38 0 0 CEO Paris http://int13.net #19 stephc_int13, Feb 1, 2012 ARDefender was paid. Memir Member Jan 26, 2012 17 0 0 Software Dev. London, UK http://www.memirsoftware.com/ #20 Memir, Feb 1, 2012 Wow, those are some impressive stats (1112 and ARDefender). $5k/day for 2 weeks for 1112 sounds good. I'd be happy with a fraction of that per month. Great work! I released the Lite version of my Turtle Trench first because I was running out of steam on the project, and so just wanted to wrap something up to gauge if there were any interest for it before bothering to developing more. I would've released the Full version months ago, but just didn't get around to it - Regular (contract) work got in the way (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Here is the first month of my must successful app yet (Practice Pro, 5 star avg.) Now, after a year it settled at about 2 sales / day. The only game I released so far, (Solitaire for iPad) wasn't a big success. Started "okay", but is now down to something like one (1) sale per week (ie. 7 days)
I'll post it though I'm not sure how helpful this information is. Since you asked - here is the number of units sold in the first 2 days of one of our apps. Days 3 and 4 were better, then at 5 they started the 'long tail' and slowly declined into what we have today ~10-15 sales per day.
Considering i informed everyone on my social networks and contacts list, i hit about 200 on the first day, first week was better than my 1st day strangely.
Wouldn't First Week be better than First Day no matter? ;-) If you made 100 sales on Day 1, but only 1 more sale in that week, you'd have 101 sales for the week, which is better than Day 1.... Just teasing.
I've just released the full version of my app (Turtle Trench), but 6 months ago I released a Lite version. With the Lite version I started at around 100-200 downloads a day, but it quickly declined to around 10 downloads a day. With the Paid version, it got 9 sales on the first day (mostly in the UK - I think many of these may have been my friends). I think I need to step up advertisement, or improve my keywords or description? Not sure how the App Store's keyword search determines the results (based on keywords/description/downloads/ratings?).
I wouldn't spend too much on advertising. Usually it's only worth it if you spend a huge amount to build up a brand, but not to directly drive sales. Instead, try posting on forums, blogs. Create trailers, if you didn't already. Ask youtubers, bloggers, news sites for reviews.
funnily enough, sometimes first days sales always do better than 1 week in sales. i had a friend who had this problem, he hit around 70 downloads in his 1st day then no one downloaded it after that haha . i mean aww
You may want to set a longer time period than first two days. The day of the week and the time of day the app is released is going to have a huge impact on the first 2 days of sales. Also take into account that certain game genres are more competitive. In a very competitive genre you may stay on front page for less than 24 hours after update. In a less competitive genre you can stay on front page significantly longer. The amount of free front page exposure is also going to have an impact on first couple days of sales. Releasing a game on a Friday is going to produce radically different numbers than releasing the exact same game on Tuesday.
It seems few dream comes true, haha. Same for me, the first day sale is good, 500+ downloads (my app is FREE), then the first month added together only doubled that. Now it's less than 5 downloads a day, can be neglected. Beside the rank in 'Newly Released', the biggest problem I think is the App Store application. Most users use it to browse, but I find it's really hard to locate apps in latter pages. Every time you enter a specific app and quit, it starts (most likely, but now always) from the first page. And total pages you can scroll down is very limited. I really hate that as a normal user (not to say as a developer). Don't know why Apple do it so ugly.
Yeh I have been thinking about paying for advertising for my next game. But after ALOT of research on downloads/app store chart, would have to spend £2000 + for it to be worth it... I think thats a bit steep! HAHA That made me laugh!
I think its best to release Lite version and paid at around the same time to cash in on the initial buzz about your game. I used to love lemming! still not downloaded your game but ill have a look for it now.
I'm not certain that's true. Often people release a lite just as the initial buzz is dying out. Otherwise hearing about your app can and will just download the lite version and move on.
Yeh I kinda agree, but not totally I am going to try releasing the Paid version first. Then a week later releasing the Free version. I wouldnt see the point in doing it the other way round, like you said. Also, it depends when kinda game it is. Some are "Buy the full version...to remove the ads" but thats all you get for paying. Other type of games like cut the rope work well because they have just a few levels in the free game. Thats the way im gonna do it with Monster Breakout anyway
1112 ep 03 had 600-1000 units a day for the first two weeks (At 4$ for the Iphone version and 5.99 for the Ipad version)
ARDefender launch was about ~8000 download a day during the first two days, then less and less until it reached about 500 downloads a day ~25 days later. Shogun launch (two days ago) is about 30k downloads during the first two days, but it's increasing, but the game is Free...
Wow, those are some impressive stats (1112 and ARDefender). $5k/day for 2 weeks for 1112 sounds good. I'd be happy with a fraction of that per month. Great work! I released the Lite version of my Turtle Trench first because I was running out of steam on the project, and so just wanted to wrap something up to gauge if there were any interest for it before bothering to developing more. I would've released the Full version months ago, but just didn't get around to it - Regular (contract) work got in the way