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  Sales Figures FRG - 09/2009 to 11/2009  (Read 2527 times)
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Offline ernestw

Junior Devvie


Projects: 1



« Posted 2009-11-21 21:45:49 »

In light of some of the recent high-profile complaints against both iPhone and Android markets I figure I should throw in my 2 cents with FRG's performance over the past 3 months.  Prepare to be underwhelmed by the numbers!

As of today (11/21/2009) here are the download and sales figures for FRG:

Total downloads of FRG Lite: 9418
Total sales (minus refunds) of FRG Deluxe: 114
Conversion rate: 1.21%

FRG Deluxe is available for purchase at $3 - I make $2.10 per copy sold.  Total sales is $239.40.  This figure doesn't include State of Massachusetts sales tax collected which is negligible at this point.

If FRG were a PC shareware game back in the mid-late 90s I'd be thrilled to have a conversion rate above 1%.  I'd appreciate it if others would be so kind as to chime in with conversion rates for their games.

Events on the horizon I see affecting my conversion rate:
  • Ability to collect money via carrier billing
  • Continual improvement of FRG (some form of networked play being the biggie)
  • Google allowing more countries access to paid apps

Looking at the downloads of FRG Lite, I'd say I'm not doing a great job of promoting FRG in the first place.  Regular updates of FRG, posting on forums and usegroups, being mentioned for ADC2, a $2/day adwords campaign, and a press release via http://www.gamespress.com is all I've done so far.  It's worth noting my daily website traffic at woogames.com has increased by a noticeable amount after submitting the press release.

Improvement in the marketing side would include:
  • Submitting FRG for review at Android websites
  • Paying for press release distribution although it's too soon to say if the free service at gamespress.com is useful or not.  As an aside, search for Gameloft on gamespress.com - you will find a press release from Gameloft declaring their move into Android.
  • Paying for advertisement at Android websites although I'm unsure about how many gamers actually go to Android websites for their Android gaming news

This ignores the fact that FRG is somewhat a niche game with a learning curve.  Witness the latest 1 star rating on FRG Lite.  Grin

I believe selling apps for Android is very similar to the PC shareware market of the 90s.  Much legwork must be done by the developer to get your product in people's hands.  There are some good things specifically about Android though:
  • Central place to sell applications (Android Market).  My website sucks.  I'm glad I don't have to worry so much about the quality of my website preventing people from purchasing product.
  • For all intents and purposes, there's only a single place I have to go to update my application that will reach the majority of my users.  I'm glad I don't have to code an update mechanism into FRG and I definitely don't miss the late nights of updating PAD file submissions.

There is actually one notable aspect missing regarding selling games for Android versus the PC - the lack of a strong shareware games publisher that is able to handle the marketing and distribution of your game.  If I were writing a PC game, I would try to approach RealArcade, Popcap, Reflexive, and others to "publish" my game.  A lone-wolf developer such as myself really can't afford to market a PC game these days - better to settle for a smaller piece of a bigger pie so-to-speak.  This option isn't available for Android but I can imagine this is the direction things will go in as Android matures.

Maybe there's a benefit to forming a collective of sorts to do some of the things a traditional publisher would do.  I could imagine benefit from an Android app that highlights games in a manner similar to the T-mobile AppsPack.

Enough of my waxing eloquent.  Opinions and anecdotes appreciated.

Offline Ranger
« Reply #1 - Posted 2009-11-22 04:34:50 »

Head To Head Racing has sold 377 copies in about 6 weeks at $2 per copy.  There are 29,000 active installs of the free version, so that also works out at about the same conversion rate as FRG.

While Craigs Race has 67,000 active installs but only sold 196 copies of Craigs Race Pro.  However, this is because I wasn't really focused on making money on that game, and I included way too much in the free version.

All in all, I'm very happy with the performance of the Android Market (excluding the reliability issues).  Sure, it doesn't pay nearly as much as my day job, but it's a lot more fun programming games then programming for a bank.  ...in case my employer reads this, I do enjoy working for you, I just enjoy writing game more.  Wink
Offline princec

« JGO Spiffy Duke »


Medals: 429
Projects: 3
Exp: 16 years


Eh? Who? What? ... Me?


« Reply #2 - Posted 2009-11-22 11:39:38 »

Fascinating figures. Interested to see the CR being so... well, typical. Our desktop titles hover around 2% at the moment.

Cas Smiley

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Nate

« JGO Bitwise Duke »


Medals: 158
Projects: 4
Exp: 14 years


Esoteric Software


« Reply #3 - Posted 2009-11-23 06:17:43 »

In 7 weeks, SingSong has sold 65 copies at $5 (before Google's cut), which is $227 profit so far, or $32/week. The free version has been installed 16540 times with 6888 active installs (41%).

Not sure why conversion is so low. Could be to the app's comments being littered with idiots saying, "I've never heard of these songs, this app is stupid!". The songs are FREE, so of course you haven't heard of them. Plus throughout the app it is made clear that the full version supports hundreds of popular songs you do know. People just don't read. I've contemplated coding a quiz. :p Other reviews are comments like "This app is cool! I really enjoyed it." along with a one star rating. Idiots! :p

In comparison, SingSong on the iPhone (which, due to Apple's and Xcode's horribleness, unfortunately is equivalent to the free Android version) nets about $50/week (same 7 week time frame).

In other news, SingSong as a whole has recently been acquired. Smiley The new owners will be parting it out and doing some pretty cool stuff.

Offline CommanderKeith
« Reply #4 - Posted 2009-11-23 06:36:57 »

Interesting stats, it's great that you guys can make this much money from games considering that so many are free. Your titles must be pretty impressive.

In other news, SingSong as a whole has recently been acquired. Smiley The new owners will be parting it out and doing some pretty cool stuff.

Congrats! Were you approached by the buyer?!

Offline polyclef

Senior Newbie





« Reply #5 - Posted 2009-11-23 19:31:08 »

Thanks for sharing the figures, ernestw. So far I'm enjoying a fair amount of success on Android with versions of traditional games, so far exceeding my expectations.

I've got a bunch of apps on the market, but so far only a few are making any decent money. They are Golf Solitaire (free and paid), Spades (free and paid), and Dominoes (paid only). I was accepted to the AdSense beta a couple of months ago, and the revenue is much higher than on AdMob, which I had been using before. Here are my numbers for October and November:

Golf Solitaire Free

38,315 downloads
14,667 active

Oct AdSense: $18.50/day
Nov AdSense: $28.00/day

Golf Solitaire ($1.99)

Currently #7 in paid apps in Cards & Casino

682 downloads
570 active installs
1.49% conversion rate


Spades Free

76,808 downloads
30181 active

Oct AdSense: $19.50/day
Nov AdSense: $28.00/day

Spades ($1.99)

447 downloads
190 active
>1% conversion rate


Dominoes ($1.99)

Currently #1 in paid apps in Cards & Casino

904 downloads
769 active

I saw a nice bump when the Droid was released, and I've noticed a general increase in sales and ad revenue from the time the Droid was released. I'm currently making ~$125/day, about half from ad revenue, half from sales. I'd be very happy with that as income if it were sustainable. So far I'm working on additional apps, including online multiplayer versions of Dominoes, a revision of my ADC2 puzzle RPG (which didn't make the finals), and a couple of original games.

I'm not sure anyone should be overwhelmed by these numbers, but I think they constitute a nice counterpoint to the doom and gloom you generally hear. I generally post about my apps and market performance on my blog if you're interested: http://polyclefsoftware.blogspot.com/

<a href="http://polyclefsoftware.com/">Polyclef Software</a>
Offline Nate

« JGO Bitwise Duke »


Medals: 158
Projects: 4
Exp: 14 years


Esoteric Software


« Reply #6 - Posted 2009-11-23 20:39:00 »

Congrats! Were you approached by the buyer?!
Yeah, out of the blue. They are doing something similar, minus the game component. They have tons of license deals and marketing. So far it looks like they'll be making a killing!

Wow polyclef, you make awesome money on just ads. That is amazing.

Offline ernestw

Junior Devvie


Projects: 1



« Reply #7 - Posted 2009-11-25 01:47:57 »

Thank you all for the replies.  I'm glad people are forthcoming with information about their games.  I expect good things to happen when more Android phones arrive and Google improves its Android Market offerings.  Good luck to everybody!

Offline h3ckboy

JGO Coder


Medals: 5



« Reply #8 - Posted 2009-11-30 15:12:18 »

yeah man, that is REALLY good money off of ads Tongue

nice to see so many people having success.
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