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Lite version boost sales

05-18-2010, 12:53 PM
Joined: Nov 2008
Posts: 182
Lite version boost sales

what are your guys experience in releasing a lite version of your game? How much boost in sales did you get on average?
05-18-2010, 02:41 PM
Joined: Feb 2010
Location: Perv, why do you care?
Posts: 1,807
I'm not a developer.

But if you make a lite version, do not put too much in so that people will be satisfied with a lite.

05-18-2010, 03:16 PM
Joined: Sep 2009
Posts: 610
When we released the lite version of Jet Car Stunts the game was boosted up the charts as high as 73 in the game charts (US). Before that we were around the 200 mark. But at the same time we were Openfeint Gold which also helped.

But in our case the lite version helped.
05-18-2010, 03:29 PM
Ravensword lite probably pulled us up about 10 slots in the RPG category, (from 30 to 20) but having the 2.99 sale brought us up to #5 RPG from #30.
05-19-2010, 04:53 AM
We did Lite versions of Phaze, Platypus, and Funkyball Worlds, and haven't seen any measurable effect from them.

Doing a Freeappaday giveaway on Funkyball Worlds has had a better long term effect than the Lite version.
05-19-2010, 11:34 AM
Joined: Oct 2008
Location: UK
Posts: 281
Haven't seen any benefits from lite versions at all, and won't be wasting any more time doing them. Considering pulling the ones I have done from the Apppstore too ...
05-19-2010, 02:41 PM
Joined: Aug 2009
Posts: 568
Originally Posted by Astraware View Post
We did Lite versions of Phaze, Platypus, and Funkyball Worlds, and haven't seen any measurable effect from them.

Doing a Freeappaday giveaway on Funkyball Worlds has had a better long term effect than the Lite version.
How are you? There you go below

05-20-2010, 05:28 AM
Originally Posted by ICS Mobile View Post
Good thanks Joe. Actually, just to correct, we did Astraware Casino with Freeappaday. It's still selling well 3 months later.
05-20-2010, 03:27 PM
Joined: Oct 2009
Location: UK
Posts: 303
This is a very interesting discussion & made me mentally re-wind to several months ago when the accepted thinking was that lite/free versions were the best way to go.

Back then, the rationale (the way I remember it) was that releasing a free version was confirmed as an effective way of getting the game out there & allowing users to assess it (on a limited basis) & then decide, based on it's sheer awesomeness, to pay for the full version. It was, pretty much, the only way to get some attention, in the absence of a significant Apple feature or serious levels of excitement on the major forums.

It seems to me that things have now changed for certain titles. If your game's download numbers are already large ie; more than about 500k (whether through actual sales or free promotions through the likes of FAAD) then this must, surely, impact on the effectiveness of also having a free version available, the primary goal of maximising public awareness having already been achieved.

I maybe alone in drawing these conclusions but, anecdotal evidence (from spying on the performance of other titles, which I'll refrain from naming) suggests to me that having a free version in such circumstances may actually negatively influence paid sales.

Common sense? Thousands of satsified customers are raving about your game and tell their friends they should download it. A free version is available - what do you think that the majority of these friends will decide to do?

In the long-term, having trailer loads of cusomers getting to sample your game for notning may be a great outcome, as eventually a significant proportion of those downloading the lite may go on to buy the full version. But, I've almost never done that myself - maybe because I'm an ultra-casual gamer and seldom play anything for more than 10 minutes.

With titles that have already caused a major stir such as Jet Car Stunts & Ravensword, it must be pretty hard to figure out whether any upwards sales blip was really attributable to releasing a free version or from the resultant publicity that must have ensued which would, in turn, have impacted on public awareness of the titles.

I think that, If your aim as a developer is just to continue to have your game downloaded (maybe so that you can up-sell later, take advantage of in-app purchases, build numbers for OF-type leaderboards or mabye just on account of your megalomaniac tendancies) then it probably doesn't really matter as much about sales as numbers.

If, on the other hand, you're a developer because your primary, short to medium-term goal is to make some money, then having a free version might not be the best way to go.

It's a risky business and we're all learning but I think that, if I were the decision-maker, I would have pulled the free version of Ground Effect as soon as we had more than 500,000 downloads, thus obliging anyone who was interested to pay for the full version (which is a bargain anyway, in my humble opinion).

Apologies for the ultra-long post; I'd love to hear what others think .
05-20-2010, 07:30 PM
The problem with most of these ideas is that it works for the first few who use it. Then once the success story gets out, everyone is going to try it. Then the noise level increases and your app gets drowned out again.