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@indie devs

10-09-2009, 11:38 AM
#1
Joined: Sep 2009
Posts: 330
@indie devs

If you are comfortable with answering these questions, please do:

How many sales/day are you making on your #1 app?
Did you pay anyone a salary to produce your #1 app?
And what is the title of your #1 app?
10-09-2009, 12:56 PM
#2
My sales figure for Chalk Chain:

(Released Sept/9/2009).

43 units sold / 30 days @ 99cents
Right now it's about 0/day

(no feature, no staff favourite etc.)
No salary paid out

Last edited by lynardo; 10-09-2009 at 01:00 PM.

10-09-2009, 12:58 PM
#3
Joined: Aug 2009
Location: San Francisco
Posts: 362
Send a message via Skype™ to micah
Quote:
Originally Posted by bravetarget View Post
If you are comfortable with answering these questions, please do:

How many sales/day are you making on your #1 app?
Did you pay anyone a salary to produce your #1 app?
And what is the title of your #1 app?
Sales/day: 15 last couple days (just dropped from around 30/day)
Don't pay anyone a salary, not even myself ...yet
Skeleton Key

--=] Insurgent Games website | twitter [=-
Cryptose (TA) - Skeleton Key (TA) - Skeleton Key HD (TA link) - Aeropack (TA)
10-09-2009, 08:41 PM
#4
Joined: Jul 2009
Location: china--beijing
Posts: 561
Quote:
Originally Posted by micah View Post
Sales/day: 15 last couple days (just dropped from around 30/day)
Don't pay anyone a salary, not even myself ...yet
Skeleton Key
better than me

shark's treasure,sals/day: digital number for a long time

today,1.3 update out, and I drop to 0.99,hope it works, at least for a fews days

pay for the art work
10-09-2009, 09:23 PM
#5
Joined: Jan 2009
Location: App Tech Studios, USA
Posts: 1,363
Quote:
Originally Posted by bravetarget View Post
If you are comfortable with answering these questions, please do:

How many sales/day are you making on your #1 app?
Stick Escape lite has downloaded around 250,000 in the past 1-2 weeks. The full version of Stick Escape sold around 100 yesterday.

Quote:
Originally Posted by bravetarget View Post
Did you pay anyone a salary to produce your #1 app?
Nope, I had an artist for Stick Escape, but I just paid him for what he did.

Quote:
Originally Posted by bravetarget View Post
And what is the title of your #1 app?
Free would be Stick Escape lite and paid would be Stick Escape.
10-09-2009, 11:36 PM
#6
Joined: Jun 2009
Posts: 148
Really Interesting thread.
To encourage devs for info, I will share the data of Zombie City with you all:

over 18,000 Downloads
10,000 for 0.99
5,500 for 1.99
2,500 FREE (app was free for a weekend to celebrate a massive promo code request queue)

Note: the number are rounded.

We will be launching ep 2 very soon. Its been submitted to the app store
10-10-2009, 07:08 AM
#7
Cando, well played , i would hope that $15K ish has paid your dev.
Zombies, ninjas, pirates, monkeys, ragdoll, stickmen, aeroplanes, army all popular.

Bravetarget Ill go one further and tell you how much it cost to make and how many units i need to sell to make back the money... as thats a far more useful set of figures for any developer imo.

Krakatoa Jr. has sold avg 1.2 units per day over 6 weeks at 0.99
did 1100 free for one day in week 5

I paid $1900 for code and bought 2 - 30 day ads for $300
factoring in my 6 weeks work at about $4800
I needed to sell (7000 div by 0.7 ) 10000 units at 0.99 to make back dev

zombie monkey pirate game next time lol..
oh.. shit.. someones already done that.
10-10-2009, 08:05 AM
#8
Joined: Jul 2009
Location: bremen/germany
Posts: 185
the great lambrettinis:

sales till now: 276 (release end july 2009)

money spend in this project: zero (i had an iphone, the progger too. the iphone dev license was bought for other projects).

time spend into development: a lot, but it also was fun and we learned a lot.

money for ads
: zero, but again a lot of time, searching websites, which maybe could like the game. but i learned a lot and it was fun again. i don`t think, that we will buy adds in the future. maybe we sell more units of the game, but so we must, because of the costs for the adds. make no sense for me.

we will further work on the lambrettinis (when i will have time, monday is the BIG deadline for everything, i worked at the last two month) and will make a bigger game for the iphone, but we didn`t think, that we ever will earn enough money with this to live from making apps for the store.
but we never want to (oh, but it won`t be a problem, if millions of people buy our apps. in the moment, i hate to work).

oh, btw. our next game will have zombies in it. woooooh, big thing. no, there will be famous movie monsters in it, so maybe there will be zombies, too. but old style zombies. bluefaced. and you couldn`t kill anything in tins game.

no orchestral sound, no 3D, no zombies. just a LCD game: Great leaping Lambrettinis

no orchestral sound, no 3D, no LCD. just an annoying game: Scream`N`Run

Last edited by nickcaveman; 10-10-2009 at 08:08 AM.
10-10-2009, 12:32 PM
#9
Joined: Jun 2009
Posts: 148
Quote:
Originally Posted by EFC View Post
Cando, well played , i would hope that $15K ish has paid your dev.
Zombies, ninjas, pirates, monkeys, ragdoll, stickmen, aeroplanes, army all popular.

Bravetarget Ill go one further and tell you how much it cost to make and how many units i need to sell to make back the money... as thats a far more useful set of figures for any developer imo.

Krakatoa Jr. has sold avg 1.2 units per day over 6 weeks at 0.99
did 1100 free for one day in week 5

I paid $1900 for code and bought 2 - 30 day ads for $300
factoring in my 6 weeks work at about $4800
I needed to sell (7000 div by 0.7 ) 10000 units at 0.99 to make back dev

zombie monkey pirate game next time lol..
oh.. shit.. someones already done that.

Oh yeah, we totally paid off the the devs, since we got it developed in India and graphics was done in North America. It was cheap.

The reason we are doing so well is not Zombies its rather because of the famous controversy that happened. Our game - Zombie School was banned by apple... it was everywhere - ABC News, PC Magazine, Tech Crunch, Digg and more
Here is a link if you like to read more. - Link
10-12-2009, 05:45 PM
#10
Joined: Sep 2009
Posts: 330
Quote:
Originally Posted by cando View Post
Oh yeah, we totally paid off the the devs, since we got it developed in India and graphics was done in North America. It was cheap.

The reason we are doing so well is not Zombies its rather because of the famous controversy that happened. Our game - Zombie School was banned by apple... it was everywhere - ABC News, PC Magazine, Tech Crunch, Digg and more
Here is a link if you like to read more. - Link
That will surely get some heads turning your way!

Now, if there was only a way to trigger that intentionally....hmmmm