Hi everyone, I've just published an article on Medium today. It's story of one of our games (Catena) during 2014, focusing on sale numbers and statistics which may be useful for game developers. The article also mentions how different type of monetisation did during one year, and also what was the effect of review articles published about our game. I tries to write as detailed as I can while trying to keep it brief. Hope you like it, and if you have questions or need extra information which I might have skipped, please feel free to ask. I like sharing information. https://medium.com/@alpsoy/how-much-can-you-make-from-a-20k-downloaded-ios-game-ed91e5caf67d
So you are pretty much telling me I gotta get lucky? haha. but yea interesting read especially on the iap and ad parts
Great read! Thank you for sharing this article with us! It was a great read! We have worked for 2 years on Stealers Steal only to face a very disappointing reality and stats I feel ashamed to talk about. Making games for mobile is a pure gamble so better make games that have restricted scopes and casual gameplays...
Very interesting article. Thanks for sharing. I'm also still playing this lottery for almost 3 years lol.
I am in China and get an error message when I try to connect to your link. Anyways thank for sharing.
Nice article. I think your numbers are pretty good really, anything approaching 10cents average revenue per install is pretty good. That is after you added advertising. So by the title of this feed, $2,000 is a good amount for 20,000 installs. It is hard to get over this number unless your game has a very long play time, with lots of options to buy things, like Boom Beach, or Candy Crush style. These can get over a $1 per install, but it will be less than 5% of the people who download it that are earning them the money. Which means that IAP must be done in such a way that it allows you to repurchase again and again. I think for IAPs to work it must be possible for a user to spend at least $100 on your app, from repeat purchases. Apps that offer a pay gate model, it is only a pay once setup. And you will find that if someone is willing to spend something in your game, most of the time they are willing to spend more.
Really great read. I've been watching the numbers of my first game, so far so good. After reading, I think I will change my monetization strategy...
Thanks for sharing. We recently released Super Looper. We did a lot of initial legwork and had a game preview page with AppAdvice, and positive reviews from PocketGamer and iFanzine at launch. This got us around 500 installs in the first 4 days, which was enough for increased app store visibility, which in turn drove and additional 14k installs in the next 5 days. Around 2/3rds of the installs have played the game. 1/4 of players make it to level 11. Around 30% of sessions overall are from returning players. We have had around 45 $0.99 transactions.
nice stats. do you have any tips to getting those review sites to do reviews? I just published my apps and visibility is close to 0.. struggling to get even 1 download.. a week.