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Releasing in November. Suicide?

09-04-2011, 12:07 AM
#1
Senior Member [Original Poster]
Joined: Jun 2011
Location: San Francisco
Posts: 207
Releasing in November. Suicide?

Hey guys, after assessing some stuff it turns out that my team isn't gonna come out with the game we've been working on until later. Our original release date was October but now it seems we're going for a November release.

I've heard from some people that November is good because people want to spend the money they've been saving up and the holidays are close etcetera. Other people say that November is a bad month to release a game because there is so much coming out at the same time. What are your guys thoughts on this? Is November good, bad, okay? Would our situation be even worse if we were to wait until December?

Thanks a lot for the help. I'm kind of bummed out about this at the moment
09-04-2011, 01:32 AM
#2
Joined: Feb 2011
Location: Isle of Wight, UK
Posts: 1,509
I wouldn't put too much store into what others say as you already seem to have conflicting info. I'm sure someone could make a case for each of the 12 months being a bad one.

I think the only plan that makes sense is to avoid major US holidays, like the current Labour day weekend for example. Lots of big players have sales then and that'll drop you potential customer base on the one day you need it to max out.

09-04-2011, 01:33 AM
#3
I'm also very interested about since I might be in the same situation. It seems that my game might get a release date in November. Anyone with experience about this?

Polygon Play
Developer of Lander Hero and Lander Hero: Training Mission
09-04-2011, 04:47 AM
#4
Joined: Jun 2011
Location: Melbourne, Australia
Posts: 286
Quote:
Originally Posted by Rubicon View Post
I think the only plan that makes sense is to avoid major US holidays, like the current Labour day weekend for example. Lots of big players have sales then and that'll drop you potential customer base on the one day you need it to max out.
I agree with Rubicon, just don't try and compete with the big guys release dates.

I also think the other thing to be mindful of here is that even though you release on day X, there is a lot of promotional work that need to be done well before and long after a release for it to be truly successful!
09-04-2011, 05:09 AM
#5
I dont see any problem on November release date. Also our game have the same release window (we hope ).

The things change if november is the month of availability of some new device... in that case is the same thing of US holidays.

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09-04-2011, 08:33 AM
#6
Joined: May 2011
Location: Edmonton, Canada
Posts: 245
I think I have to agree with what's being said. When the big boys start slashing prices ........ probably not a good time to launch. I'm sure their's quite a few stats out their about how many apps people download per week/per month in total.

I can't really see an issue with releasing at any other times of the year. People download apps all the time and due to the large numbers I can't really see it making a difference. Sure, if you have an app closely related to an event ie Valentines day or with and Easter theme, timing would be crucial to add extra success. I think that a market can get so big, that eventually these fluctuations become irrelevant.

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09-04-2011, 10:52 AM
#7
Joined: Sep 2010
Location: Morestel, France
Posts: 572
Quote:
Originally Posted by Rubicon View Post
I'm sure someone could make a case for each of the 12 months being a bad one.
Or a good one too

November should be fine, anyway, visibility is extremely hard to get, what ever the date so you'll need to do a lot of work to make people aware of your product.

JC
09-04-2011, 04:35 PM
#8
Joined: Jun 2010
Posts: 378
Quote:
Originally Posted by AOR View Post
Hey guys, after assessing some stuff it turns out that my team isn't gonna come out with the game we've been working on until later. Our original release date was October but now it seems we're going for a November release.
I AVOID THE HOLIDAYS!

I don't know what you should do. That's up to you... but launching an app on the holidays might be like app suicide. Unless the game is amazing, or perfectly timed for the holiday, it's a huge risk. The big companies put all of their games on sale. The review/news websites have lots of other things to chat about. So, getting noticed is difficult. If a game doesn't get noticed, it gets buried quick!

I think launching in Mid November (Before Thanksgiving, but well after Halloween) is a much better launch window than late October.

Michael Garofalo - App Developer and author of The Unofficial GameSalad Textbook.
09-05-2011, 02:55 AM
#9
Senior Member [Original Poster]
Joined: Jun 2011
Location: San Francisco
Posts: 207
Isn't mid November risky too, though? Huge games like Skyrim and Zelda Skyward Sword are coming out mid November, so wouldn't people be too busy to get my game since they're already playing through two, three or even four games at the same time?
09-05-2011, 07:01 AM
#10
Joined: May 2009
Location: UK
Posts: 741
Ground Effect was released in early November 2009 and missed out in one major way. A few weeks later when it was featured in the main N&N in most app stores, it didn't make it onto the US one where it,and presumably a few other apps, were replaced by a bunch of Thanksgiving themed games. This probably halved it's sales. In the UK for example it got to number 5 in racing games (just above the original Need for Speed) during the feature.

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