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DEO's Downloads/Sales Stats

09-29-2011, 04:57 PM
#1
Joined: Mar 2011
Posts: 463
DEO's Downloads/Sales Stats

Hi guys,

I promised to share some sales stats on DEO as soon as I've had the chance to put something together and here it is!

DEO Sales Stats

I tried to be to the point and only talk about the things I've been asked about. If you have any other questions, I'm more than happy to answer 'em here!

Enjoy

Twitter: @PeterBabiy
Site: www.strappedtoameteor.com
Games: Go Go Giraffe | DEO | Mr. Dreamer
09-29-2011, 06:45 PM
#2
Joined: Sep 2009
Location: Colorado
Posts: 5,244
Thanks very interesting. $30,000 put into the game?

09-29-2011, 07:16 PM
#3
Man, I really hope the update puts you guys into the black for the DEO. I'm surprised it was only 4000 units sold!

I dropped ya an email, but I think it's seriously worth considering turning the game F2P. The more I read, study, and talk with developers, the more I am coming to believe it's the only way to survive as an indie these days.

It seems like the low barrier to entry on the App store has caused so many people to be stingy with their .99 these days thanks to all the crApps out there. So unless you are an established brand with near AAA quality and a marketing budget to burn through, I seriously wonder how viable the premium model is anymore.
09-29-2011, 08:10 PM
#4
Joined: Jun 2010
Posts: 378
Quote:
Originally Posted by BazookaTime View Post
$30,000 put into the game?
Quote:
Originally Posted by BravadoWaffle View Post
I'm surprised it was only 4000 units sold!
Wow, that makes me sad.

Michael Garofalo - App Developer and author of The Unofficial GameSalad Textbook.
09-29-2011, 08:19 PM
#5
Joined: Jun 2011
Location: Melbourne, Australia
Posts: 286
Quote:
Originally Posted by BravadoWaffle View Post
Man, I really hope the update puts you guys into the black for the DEO. I'm surprised it was only 4000 units sold!

I dropped ya an email, but I think it's seriously worth considering turning the game F2P. The more I read, study, and talk with developers, the more I am coming to believe it's the only way to survive as an indie these days.

It seems like the low barrier to entry on the App store has caused so many people to be stingy with their .99 these days thanks to all the crApps out there. So unless you are an established brand with near AAA quality and a marketing budget to burn through, I seriously wonder how viable the premium model is anymore.
I'd have to agree with you there, I really don't see the premium model being very effective for non AAA's.

Even the AAA's are doing freemium type content games now too, which kinda makes sense. This way users get some free content, if they like the game and want more content they can simply purchase it via things like IAP.
09-30-2011, 09:37 AM
#6
@ImStrapped thanks for sharing your info, and giving us a little more insight on your name

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Free Version also available
09-30-2011, 12:14 PM
#7
Joined: Mar 2011
Posts: 463
Yeah not a problem, guys!

And to those that pointed out the 30k vs. 4k, yeah would we have preferred ROI? Definitely! But it isn't over yet. It took Angry Birds several updates before they were even noticed. But what's most important to me is how many friends I've made because of DEO. No 30k marketing budget would have ever done that.

We've learned a lot that needs changing and so we'll go back and do just that. Hopefully with an update we can bring it back up and more important, keep it there.

We have considered in-game purchase mechanism but honestly, I think a lot of us as indie devs. give up on ourselves way too easy! Sure we can't compete with the big dogs but can we?

We're open to in-game stuff if we can think of a good incentive for the users and we'll definitely explore it

Thanks guys!!

Twitter: @PeterBabiy
Site: www.strappedtoameteor.com
Games: Go Go Giraffe | DEO | Mr. Dreamer
09-30-2011, 12:16 PM
#8
Joined: Mar 2011
Posts: 463
Quote:
Originally Posted by BravadoWaffle View Post
Man, I really hope the update puts you guys into the black for the DEO. I'm surprised it was only 4000 units sold!

I dropped ya an email, but I think it's seriously worth considering turning the game F2P. The more I read, study, and talk with developers, the more I am coming to believe it's the only way to survive as an indie these days.

It seems like the low barrier to entry on the App store has caused so many people to be stingy with their .99 these days thanks to all the crApps out there. So unless you are an established brand with near AAA quality and a marketing budget to burn through, I seriously wonder how viable the premium model is anymore.
Thanks bro, I got it! Will get back to you soon!

Quote:
Originally Posted by Photics View Post
Wow, that makes me sad.

Twitter: @PeterBabiy
Site: www.strappedtoameteor.com
Games: Go Go Giraffe | DEO | Mr. Dreamer
09-30-2011, 12:17 PM
#9
Joined: Mar 2011
Posts: 463
Quote:
Originally Posted by BazookaTime View Post
Thanks very interesting. $30,000 put into the game?
Yes! I feel like we could have done it in under 20k but lack of experience comes with a price sometimes...

Twitter: @PeterBabiy
Site: www.strappedtoameteor.com
Games: Go Go Giraffe | DEO | Mr. Dreamer
09-30-2011, 12:51 PM
#10
Quote:
Originally Posted by ImStrapped View Post
lack of experience comes with a price sometimes...
I'll second that...