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iPhone: Most profitable (gross or net) games?

12-20-2008, 05:39 PM
Senior Member [Original Poster]
Joined: Nov 2008
Posts: 432
Most profitable (gross or net) games?

Does anyone know how much the top games have made.

I've heard that Monkey Ball pulled in $5million and Trism $250,000, at least as of a month ago. Does anyone have any idea how well the top sellers have pulled in? And how do these numbers compare to the other consoles?
12-20-2008, 05:40 PM
Joined: Dec 2008
Location: Belgium, Maasmechelen
Posts: 168
lol, 5 mil for such a stupid game.. lol but GTA IV did got 750 000 000 only this year.. damn.

12-20-2008, 05:50 PM
Joined: Nov 2008
Location: Lynnwood, Washington
Posts: 307
With the influx of games in the app store these days. Can't say Trism would have made 25k. Let alone 250k.

Lets see how the storm weathers.
12-20-2008, 05:57 PM
Joined: Oct 2008
Posts: 116
Originally Posted by HandheldGames View Post
With the influx of games in the app store these days. Can't say Trism would have made 25k. Let alone 250k.

Lets see how the storm weathers.
That's because with the influx of games to the app store, there are a million and one games that are exactly like Trism. Trism made $250k in its day because it was one of the very first polished puzzlers to arrive. Super Monkey Ball probably made all that money from the promotion it got from Apple, having been demonstrated at the keynote and whatnot.

As such, if any game were to make even $25k today, I think it'd have to be not only polished, but also offer fun and unique gameplay that generic app store games just can't offer. At this point, I feel like promotion will also be a big factor in a game's profitability. Fortunately for us, Rolando has all of these factors covered.
12-20-2008, 05:59 PM
Joined: Nov 2008
Location: You need to stalk me?
Posts: 2,117
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i think TANZEN is STILL pretty profitable

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12-20-2008, 06:00 PM
Joined: Dec 2008
Posts: 4
Keep in mind that very few developers have any real incentive to offer their revenue numbers, whether past, present or future estimates. Granted, a game like Trism probably wouldn't have done so well wading through the 1,000's of $0.99 games that currently clog the app store, the real story is the marketing. Future success in the App store (and any other format) will rely heavily on substance over novelty, and in the cases where novelty wins it's often due to either a heavy marketing push or a great angle - both of which are ideal methods for promoting any game.

So, actual dollar figures aside, the reality is you probably look at spending $0.99 on an App like the rest of the people in the U.S. - as nearly spare change. When you can buy 50 decent apps for the price of one PS3 game, that's a very powerful value proposition.

Basically, anyone with a decent fairly priced app has a shot in this market and it's only getting bigger (as will the revenue), but don't expect any actual numbers from successful developers.
12-20-2008, 06:59 PM
Joined: Oct 2008
Posts: 410
You have to be lucky.
12-20-2008, 08:36 PM
Originally Posted by superbad View Post
i think TANZEN is STILL pretty profitable
Depends on your definition. Having a competitor be free for three weeks in a row, means very little profit, and no rank. But yes, TanZen used to be very profitable. I expect January to be better...
12-20-2008, 10:14 PM
Here are some figures for you.

Das Boot has been on sale for two days

The first day we sold 110 copies worldwide

Second day we sold 146 copies world wide

priced at 99

I expect we will sell around 3000 copies per month unless it gets into the top 100... then it would be considerably more.

Not a ton of data to go on but you get the idea.

Support Your Local Developers! Purchase Apps!
12-20-2008, 10:25 PM
Joined: Dec 2008
Posts: 6,509
Man, I wish I could program...

Fastlane must've made a ton. It's all I heard about before and when I got my touch.