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How Many Downloads? :)

05-02-2010, 09:55 AM
#1
Joined: Oct 2009
Location: Ballarat, Vic, Australia
Posts: 416
Send a message via Skype™ to klicktock
How Many Downloads? :)

Alright, so Doodle Find is approved and ready to go. It's a free game and I'm going to launch it on the 15th of May.

Just trying to figure out my advertising and advertising budget and where to put the money.

Does anyone know how many downloads are required to crack the Top 10 Free chart in the US? Or the Top 5? Or the number 1 free game?
05-02-2010, 12:00 PM
#2
Joined: Apr 2009
Location: USA
Posts: 2,437
Quote:
Originally Posted by klicktock View Post
Alright, so Doodle Find is approved and ready to go. It's a free game and I'm going to launch it on the 15th of May.

Just trying to figure out my advertising and advertising budget and where to put the money.

Does anyone know how many downloads are required to crack the Top 10 Free chart in the US? Or the Top 5? Or the number 1 free game?
a lot

ssɐ sıɥ dn ɯǝɥʇ ǝʌoɥs puɐ sƃuıɹ dıɥsuoıdɯɐɥɔ sǝıɹǝs plɹoʍ ㄥᄅ sǝǝʞuɐʎ ǝɥʇ ǝʞɐʇ uɐɔ ıpɹɐɹıƃ ǝoɾ

05-02-2010, 12:10 PM
#3
I believe its something like 50-100k per day.

At the 150-200 spot we were getting around 3000 downloads a day, and it ramps up exponentially as you get higher on the list.
05-02-2010, 12:18 PM
#4
Joined: Sep 2009
Location: Vancouver, Canada
Posts: 977
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From what I've seen, you'll need over 50,000 downloads to reach #30 overall free app in the US charts.

You'll need over 200,000 to 250,000 downloads to reach #1 overall free app, depending on the day and what app is already holding the #1 spot.

Sometimes an app that just recently reached #1 has a great day and you might need over 350,000 downloads to top it.

Good luck!
05-02-2010, 01:39 PM
#5
I've had 2 games in the top 10 overall free in the US app store.

US numbers only.

1st game - 76k downloads in 1 day brought me to #9 spot. Eventually climbed to #3. Peaked at 82k before quickly spiraling down.
2nd game - 72k download brought me to #8 spot. Eventually climbed to #4. Peaked at 72k. It was free for only a day.


Both hit the charts in the middle of the week. Game #1 maintained top 10 rank until after the weekend racking up over 900k downloads world wide over 12 days.

Numbers may differ depending on day, month, and year.
05-02-2010, 03:58 PM
#6
I can share some experience. Our game had the number 1 spot, and we needed 350,000 in one day to reach this spot (friday). Then we were in the #1 spot for 10 days, and each day our downloads went down. On the last day of being #1, we had 200,000 downloads. Since then, we've had 3 million downloads in less than 3 weeks. Not to bad Our app is still currently in the top 50 (#40) and we get 30,000-40,000 downloads/day. I hope this helps you!

I make games at PixelCUBE Studios! Follow me @naveen_pcs
05-02-2010, 07:48 PM
#7
Joined: Oct 2009
Location: Ballarat, Vic, Australia
Posts: 416
Send a message via Skype™ to klicktock
Thanks so much for the data guys. Very helpful!
05-04-2010, 01:43 PM
#8
Joined: Feb 2010
Posts: 36
omg

i never had thought it would be that many...
because steve once mentioned that about 70 million ipod touches and iphones where sold so far, and also i have read that about 50% of these are located in the us. and if these numbers are for the us store, then it means that with 3 million downloads, every 12th owner of an ipod/iphone has a copy..
doodle jump has been #1 for a long time, in the german itunes store also, and it is not for free. so i always thought it would be like 200-300 copies (in the german store, maybe 2,000-3,000 in the us store...)...

thanks for your answers, dear devs, im just another random user enjoying games on my ipod...
05-04-2010, 11:44 PM
#9
Joined: Oct 2009
Location: Ballarat, Vic, Australia
Posts: 416
Send a message via Skype™ to klicktock
I was asking about free games. Doodle Jump isn't free so your estimates for that game could be correct.
05-05-2010, 02:58 AM
#10
Joined: Jun 2009
Location: Hollywood, CA
Posts: 1,869
I have been looking at this market for a little while and these numbers still completely blow my mind. After releasing a couple of apps, it makes sense that you really need to be very tuned-in to be able to make a dent in any kind of charts.

We did an experiment late last year and got some decent download numbers for one of our apps when we put it free, temporarily. I am hoping we can get at least as good of a reception when we launch a lite version eventually, it is so difficult to gauge the market when you are looking from a very tiny perspective.