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Squid Drop sales figures

04-23-2011, 10:50 AM
Joined: Mar 2009
Location: Oslo, Norway
Posts: 731
Squid Drop sales figures

Hi guys and gals! As Squid Drop was probably more visible in the Touch Arcade forums than anywhere else in the world I figured you might like to get some details about the launch-figures. I've commented some of the days below but I've received quite a lot of interest from different websites all over the world in addition to the ones mentioned below. I've advertised on these pages (as you've hopefully noticed) and a few other sites elsewhere. I've sent mail to friends, issued a newsletter, press-releases, tweeted and even bothered people on the local train-station.

So, here are the figures to date:

April 13th.: 91 copies. Sent out press relase through PR-Mac got a nice pickup over Twitter (it was my birthday remember). Hit more or less every forum I could find sent out email to all my friends, and anyone I know even remotely. Tweeted like mad. Got nice reviews from several sites, among these Touch Arcade.

April 14th.: 119 copies. No new reviews, but due to time differences I believe the effect from the reviews got spread out over the two days.

April 15th.: 55 copies

April 16th.: 15 copies

April 17th.: 233 copies(!) Vive La France! Got a really nice review on a major French website and sold nearly 200 copies there in one day. Entered top 25 games and reached 11th. in arcade/games

April 18th.: 135 copies. France still kept me doing well.

April 19th.: 83 copies. Was reviewed at SlideToPlay 4/4 hard to see any particular effect from this.

April 20th.: 55 copies.

April 21st.: 19 copies

April 22nd.: 13 copies.

April 23rd.: 8 copies.

By far my best launch, but of course nowhere near actually making any money. (The money I've spent for the small banner-ad here alone has cost me a lot more). I am however currently working on the first upgrade and hope that if not Squid Drop is the game to actually turn a profit it might be an important piece of the jigsaw for some future money-making app.

I hope the positive attention I've gotten will make it slightly easier for me to get attention for my future titles. I'm convinced my next* title will be a huge hit!

*or the one after that, or the next-next-next title etc.

Last edited by NickFalk; 04-25-2011 at 02:40 AM. Reason: Added another day
04-23-2011, 11:29 AM
Congratulations, that's a pretty decent launch! So how do you think you could keep those number sustained?

04-23-2011, 11:31 AM
Joined: Sep 2010
Location: Morestel, France
Posts: 572
Thank you for sharing. I hope your next game will sale a lot better.

May I ask witch French website did the review for your game?


04-23-2011, 11:33 AM
Joined: Jun 2009
Location: London, UK
Posts: 3,739
You could try writing the words "Coming Soon!" somewhere in your game. That's becoming an increasingly popular move... I guess people feel safe buying games with the promise of it growing into an even better game.

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04-23-2011, 11:55 AM
Joined: Mar 2009
Location: Oslo, Norway
Posts: 731
@SinecureIndustries: Thanks. Not sure if they are sustainable unless I'm lucky enough to be featured by Apple. There is some visibility several places on the web and I expect I'll sell a couple of copies a day or so from now on.

@Ovogame: Yes you may, it was iPhon.fr

@MidianGTX: Interesting, but how exactly would this work? Only people who have already bought the game will see it, right? Wouldn't the news-effect of an update be the same if it came out of the blue?
04-23-2011, 12:34 PM
Joined: Jun 2009
Location: London, UK
Posts: 3,739
Originally Posted by NickFalk View Post
@MidianGTX: Interesting, but how exactly would this work? Only people who have already bought the game will see it, right? Wouldn't the news-effect of an update be the same if it came out of the blue?
I didn't spend too long thinking it through so I'm not sure about the specifics or how it would work in your game

I'm assuming the whole thing started with Angry Birds, lots of people attribute its success to the free updates they keep providing so other people are trying to copy the formula by promising more content. A lot of app descriptions on the store mention "more levels coming soon" so that's probably the main way people who don't own the game would see it.

I guess including it inside the game is just to keep the customers excited and talking about it. They feel like they've got a bargain so they'll be happy and possibly recommend it to others. My sister convinced me to buy Cover Orange because she told me about how the updates always had worthwhile content and that there was still a "coming soon" icon on the level select screen so I could expect even more in the future. It sounded like a good investment for the price so I bought it.

゙(゚、 。 7 ノ
 l、゙ ~ヽ
 じしf_, )ノ
04-23-2011, 01:18 PM
Joined: Mar 2011
Location: Vienna, Austria
Posts: 65
Thank you so much for sharing! Please keep us updated and good luck!
04-23-2011, 01:19 PM
Joined: Mar 2009
Location: Oslo, Norway
Posts: 731

I get it. I think Rovio is probably a bit more structured than me. I have goals for my updates, but I would also now want to wait too long before releasing it so I might have to delay some ideas.

Also if the next update does not lead to any additional sales I'm probably better off moving onto the next title.


04-23-2011, 01:38 PM
Joined: Aug 2010
Location: San Francisco
Posts: 143
Awesome. Thanks for sharing your stats.
04-23-2011, 02:31 PM
Joined: Apr 2011
Location: Toronto, Canada
Posts: 20
never count out those french


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