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Free To Play Can Work! (RoboHero’s results so far)

01-17-2012, 02:39 PM
#1
Free To Play Can Work! (RoboHero’s results so far)

Hey guys, I promised in another thread to share the results of RoboHero. We released the game for free on Sunday January 15th. There is only one $1.99 IAP to unlock the whole game, no currency/consumables or anything like that. So this one is more of the old “shareware” model of F2P.

After 2 days the results are exciting (to us at least)! We’ve seen over 6000 downloads in 2 days with minimal coverage in the media (only 3 sites have reviewed RoboHero so far, but those that have are loving it to death). We are currently experiencing about a 2% conversion rate as well from free to paid. This is about what we expected given the developers we have interviewed before.

Interestingly enough, day 2 saw DOUBLE the number of downloads as day 1! I can only assume it’s because everybody who plays RoboHero tells at least 2 of their friends to check it out. I hope this trend continues! We will keep you posted on any interesting updates!

Anyway, F2P has been a big topic around here recently, so I wanted to share our experiences with you guys for the benefit of the whole community!

Power to the Indie!
01-17-2012, 04:00 PM
#2
Congrats, and thanks for posting! I'd love to see how the sales and downloads look after a few days as well.

As a possible explanation to the increase from the first to second day, does that take into consideration that Apple updates the night before your actual release date? For example, if you set Jan 17 as the release date, then Apple will start updating the night before (11 PM EST around). People can download the game, so you'll have some downloads on the 16th and then a bunch on the 17th (when it actually releases). But here's to the game seeing the positive trend continuing!

Gold Miner Go! - The Official Gold Miner game comes to the App Store for the very first time!

Developers of Engaging Portable Games, a part of Grab Games

01-17-2012, 05:46 PM
#3
Has I said on Twitter, congrats! Your F2P model (shareware-like) interest me very much since it's what we want to use for our game too.

Sorry to be off topic but who where the other developers you interviewed regarding the 2% IAP rate if you can share their apps / names?

Cheers!

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01-17-2012, 05:50 PM
#4
Joined: Dec 2010
Posts: 240
Well done BravadoWaffle. Keep us up-to-date with your numbers.

Maybe, the huge increase of your downloads is due to websites that monitor game prices.
They may have picked up your game.
01-17-2012, 06:40 PM
#5
Joined: Nov 2010
Location: Toronto, Canada
Posts: 109
Thx for sharing the numbers. Always good to see indie success..
01-17-2012, 06:54 PM
#6
Quote:
Originally Posted by FlyingRoosters View Post
Has I said on Twitter, congrats! Your F2P model (shareware-like) interest me very much since it's what we want to use for our game too.

Sorry to be off topic but who where the other developers you interviewed regarding the 2% IAP rate if you can share their apps / names?

Cheers!
Sorry they haven't released the numbers to the public yet, so I probably shouldn't post about it. However, anytime you see a game on the app store made by an indie just drop them an email and ask if they'll share their numbers, it can be very enlightening!

Quote:
Originally Posted by Hercule View Post
Well done BravadoWaffle. Keep us up-to-date with your numbers.

Maybe, the huge increase of your downloads is due to websites that monitor game prices.
They may have picked up your game.
I choose to believe it's because our game has gone viral, it's just that nobody knows it yet.

Quote:
Originally Posted by madpoet View Post
Thx for sharing the numbers. Always good to see indie success..
I wouldn't say we are a success yet... hopefully soon though! Maybe one of the sites we've been contacting will take notice and post about us!
01-17-2012, 07:02 PM
#7
We just released Shooter's Alley with a similar model. We made the game FREE with iAP to remove the iAds for $1.99

getting 6k downloads in 2 days is damn good number I'd say.

One of our "problems" is our game is only compatible with gyroscope devices so I think it cut out a lot of the market.

I think going this model is the only way to achieve rank and beat $0.99 apps like angry birds. Plus you can potentially make more money off ads and iap than the initial $0.99 (0.70) and NO piracy!

Keep us posted.

- Matt
mehware
01-17-2012, 07:24 PM
#8
Joined: Jun 2011
Location: Melbourne, Australia
Posts: 286
Congrats on a great start to you release BravadoWaffle!

Check out our iPhone games Zombitsu and Superflick or find us at Ruma Studios.
01-18-2012, 08:50 AM
#9
Joined: Jan 2012
Location: Chicago IL
Posts: 14
Quote:
Originally Posted by BravadoWaffle View Post
I choose to believe it's because our game has gone viral, it's just that nobody knows it yet.

I wouldn't say we are a success yet... hopefully soon though! Maybe one of the sites we've been contacting will take notice and post about us!


I have been playing Robo Hero and it is really good. I think you have something with some potential here. Hope it goes well!
01-18-2012, 10:58 AM
#10
Quote:
Originally Posted by BravadoWaffle View Post
Sorry they haven't released the numbers to the public yet, so I probably shouldn't post about it. However, anytime you see a game on the app store made by an indie just drop them an email and ask if they'll share their numbers, it can be very enlightening!
Thanks for the reply.

I'll ask some developers when we are getting closer to the release date.In any case, I hope you keep us up to date on the numbers in this forums.

Cheers

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or follow us on Twitter to stay up to date!