★ TouchArcade needs your help. Click here to support us on Patreon.

Sales world wide?

03-24-2010, 04:22 AM
#1
Senior Member [Original Poster]
Joined: Jan 2009
Location: Stuttgart, Germany
Posts: 262
Sales world wide?

Hi,

without doing a lot of marketing, my games sell almost only in the US... Occasionaly I have some sales from Japan, Canada or Mexico, that's it.

Looks something like this:

USA 97% sales
JP 1% sales
CA 1% sales
Rest of world 1 % sales

What does that say about the appstore? I guess, that big games from bigger companies have good sales in other countries (if marketed), but it looks like the rest of the world is somehow behind the curve for small games... any similar experiences? I really wonder where the US sales are coming from? I mean, the app is buried in the US appstore, but there are still people finding the games...
03-24-2010, 06:43 AM
#2
We see a large percentage of sales from the US, but then smaller, but not insubstantial sales from the UK, Canada, Australia and some of the larger European countries, then we get a huge long tail of odd sales here and there from other countries. Every now and again, a particular country will pick up on a game and it'll get a run of success and then settles back down again - Deluxeware Darts became popular in Germany for a few weeks, Astraware Casino has been very popular in Hong Kong and Japan, Platypus did well in France, so I'd say there are sales to be made in various countries around the world.

It's worthwhile making contact with some websites specific to countries outside the US and offering them the opportunity to review your game, as that might make a difference.

03-24-2010, 03:24 PM
#3
I generally got some decent non-US sales with my game. It started out like 85% US, then gradually dropped to 60% US over the next several months. Last September I got a major spike in Japanese sales for some unknown reason, and around half my sales were in Japan for a few months after that. Lately it's gone back to being mostly US again.

--Eric

Realmaze3D on the App Store
Realmaze3Free: 3 free mazes (a taste of Realmaze3D)
03-24-2010, 05:48 PM
#4
Senior Member [Original Poster]
Joined: Jan 2009
Location: Stuttgart, Germany
Posts: 262
strange, very strange
03-25-2010, 02:22 PM
#5
Joined: May 2009
Posts: 3,839
Quote:
Originally Posted by brof View Post
strange, very strange
Why would it be Strange?

One can easily tell that all the iPhone & the iPod touch users are NOT a part of the any forum.

They just buy it an app because they have eithr seen it on a friend's iDevice or else where...

Mis-quotes!!!!!!!
Quote:
Originally Posted by GodSon View Post
The bottom two is where you can buy your bottom turrets.
Quote:
Originally Posted by Rubicon View Post
at this point I should say we're not looking for anymore guys
03-27-2010, 01:07 AM
#6
I've always wondered, how important do you guys think it is to translate your game into additional languages? I know larger companies release different versions of the game, but was wondering if it might be something for smaller devs to invest in - do games/apps that are translated into other languages tend to sell better in those countries?

[url="http://appsto.re/fowlplay"]fowlplay[/url] - Now Available!
[url="http://www.happynin.com/"]Happynin Games[/url]: iPhone/iPod Touch Developer Focused on Bringing Quality Games to the App Store
03-27-2010, 05:58 AM
#7
That sales spike in Japan I mentioned probably wouldn't have happened if I hadn't had the game description in iTunes translated to Japanese. The game itself doesn't have a Japanese translation though. It does have a few other languages, but I think the iTunes page being translated has more of an effect. Of course, I'm sure it depends on the game...e.g., a text-heavy adventure game would probably be more effective if it were available in multiple languages (but would of course cost more to translate).

--Eric

Realmaze3D on the App Store
Realmaze3Free: 3 free mazes (a taste of Realmaze3D)
03-28-2010, 01:56 AM
#8
Quote:
Originally Posted by Eric5h5 View Post
That sales spike in Japan I mentioned probably wouldn't have happened if I hadn't had the game description in iTunes translated to Japanese. The game itself doesn't have a Japanese translation though. It does have a few other languages, but I think the iTunes page being translated has more of an effect. Of course, I'm sure it depends on the game...e.g., a text-heavy adventure game would probably be more effective if it were available in multiple languages (but would of course cost more to translate).

--Eric
Interesting - I've theorized that having the iTunes description would help sales, and there definitely seems to be a boost.

Agree, of course, that certain games would benefit more from translation than others.

[url="http://appsto.re/fowlplay"]fowlplay[/url] - Now Available!
[url="http://www.happynin.com/"]Happynin Games[/url]: iPhone/iPod Touch Developer Focused on Bringing Quality Games to the App Store
03-28-2010, 03:29 AM
#9
We translated our first game Bugz and iTunes description into about 10 different languages, mainly to gauge how much it helped sales...

It helped in several European countries; Spain, France, Germany.

Chinese, Russian, Swedish and Norwegian gave no real benefit.

Didev Studios || Twitter || YouTube || Facebook
Releases
GeoSnake || Bugz || Review Scraper (Open Source)
03-28-2010, 03:42 AM
#10
Joined: Feb 2010
Location: London, England
Posts: 397
Just thought I'd mention my sales spread, as it's been a bit of a suprise:

34% Germany
20% US
20% UK
7% Austria
3.5% Japan
3% Australia
12.5% Rest of the world

The suprising amount of sales in Germany (and Austria), is down to having reached no.3 in the German games charts, and no.1 in Austria. I haven't got anywhere near that in other regions.

I do have iTunes description translations for most regions, but just english in game. I also didn't do any special german language marketing.

Last edited by amroc; 03-29-2010 at 06:03 AM.