So, here in the UK the financial year has ended and that marks a year that I've had a game out on the App store Google Play. Both formats have totalled 25,515 copies sold. iOS 16,677 vs 8,838 on Google Play. Now these figures may not be a lot compared to the sales figures of other games but for my first game made in a month by just myself, I'm very happy with the sales. Development has been pretty smooth for both platforms, however I do have a couple of things that I have noted. Even though it was released a month after the Android version, the iOS version sold more copies. If you released an update and screw it up (i forgot to enable an on screen joystick!) then Apple has a fast track route you can use to submit an emergency update. Lots of pirated copies of the Android version came out within a month of release. I've not found an iOS pirated copy yet. I get emails from Android owners having various issues ranging from the app not installing properly to the controls not working. When I released the iOS version, my company game got picked up on websites like Gamespot, they must use the App Store for their data gathering. Well that's what I've learned so far, hopefully it might be of use to other devs who've not yet released a game. One thing I am trying to decide is if the Android version is worth the hassle. Apparently my game has sold well by Android standards so I'm not sure the piracy and many issues would be worth it for a future game. One thing I did do though as a result of these sales is switch from developing Android first on Windows to developing iOS first on a Mac. I think developing for the better platform first makes sound business sense and if an Android version of the game was to be released it should be a few months after the iOS version to give it maximum exposure.