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Made $4000 this week on the App Store

Discussion in 'General Discussion' started by Rajmahal, Nov 13, 2016.

  1. Rajmahal

    Rajmahal

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    Yeah, thats my strategy. My previous game was making about $15 a day about a year after launch. So pretty good passive income. It has increased though with the launch of the second game so it seems that launching a new game gives a boost to existing ones.
     
    ramand, Kellyrayj and dogzerx2 like this.
  2. Rajmahal

    Rajmahal

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    Sorry I didnt answer your question. My first game out about a year ago. Second game launched last week.
     
    dogzerx2 likes this.
  3. dogzerx2

    dogzerx2

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    That's actually excellent! Thanks for the info. You're extremely kind to share this with us.
     
    angrypenguin likes this.
  4. TwiiK

    TwiiK

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    You said $5 each, but when I click on your links they are listed at $11 and $7. Is that just my regional equivalent (Norway)?

    Do you consider quitting playing games an actual sacrifice or is developing them just as fun? I've basically quit playing games myself, but that's mostly because I think most new games suck, and developing my own games (prototypes for the time being) is just as much fun. I still play some games, but it's mostly round based competitive games where I can just play for 30-60 minutes once in a while as a form of mindless entertainment, equivalent to watching a movie or an episode of a show. Game development for me has easily replaced games that require a big investment because they're usually just as hard to get into as starting a new game development project and they have the same ups and downs as game development except in the end I'm left with nothing whereas with game development I'm actually creating things.
     
    DroidifyDevs likes this.
  5. DroidifyDevs

    DroidifyDevs

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    Well, playing games is a different experience than making games. I've always loved playing videos games, and I also like developing them (obvious if you look at my avatar picture). So it is a bit of a sacrifice, but it is replacing 1 type of fun with another type of fun and a little work mixed in to make (hopefully) some revenue. So you do have a valid point :)
     
  6. goat

    goat

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    I'd charge a flat 10 and compare it to $7.99 sales
     
  7. Wiremuch

    Wiremuch

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    Thanks for sharing this (and congrats!), it's useful to see how other devs get on. Also intrigued that you mainly used twitter to contact press. Do you reckon this is better than emailing? Marketing is such a pain...
     
    theANMATOR2b likes this.
  8. kalamona

    kalamona

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    Big big congratulations, I am so happy that paid/premium games are making a comeback after the last few year's IAP/free flood ( I don't think those are bad generally, but they were really overused).
     
  9. Deleted User

    Deleted User

    Guest

    Nice work with the game. Update it often, and you could make $100 each day
     
    Rajmahal likes this.
  10. Teila

    Teila

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    This is such an inspiring thread! Thank you for sharing. I don't play a lot of mobile games but when I do, I choose premium games. I really hate to pay for every little thing and have my immersion broken to buy something just to continue so I figure the experience is worth the cost. Your games look fabulous! Congratulations. :)
     
    theANMATOR2b and Rajmahal like this.
  11. Rajmahal

    Rajmahal

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    Yeah, I've hade most luck with Twitter for contacting press and the least with direct emails and facebook.
     
    ramand and Teila like this.
  12. Rajmahal

    Rajmahal

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    I think regular, meaningful updates are important because they build customer trust / loyalty and give the press something to talk about on a slow news day. So with my games, I'm fixing bugs but I also try to actively put in suggestions from customers and also try to add some new content in each major update.
     
    ramand, theANMATOR2b and Teila like this.
  13. Rajmahal

    Rajmahal

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    Yeah, I probably will go that route. I just created an App bundle for the 2 games at a discount. Not sure how that will go. I was thinking of putting the first game on a Black Friday sale but not sure if I will as it affects the availability of the App bundle. Might skip black Friday this time around and do it next year.
     
  14. Rajmahal

    Rajmahal

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    Sorry I missed your questions.

    The second game has increased to $7.99 so the differences you're seeing is probably due to that and currency / regional prices set by Apple. I don't have control over prices in each county as far as I'm aware.

    I enjoy game dev but I definitely miss playing games. I really loved Fallout and Skyrim and it hurts not to have played Fallout 4 and probably not playing the next Elder Scrolls game. But in the end, you only have so many hours in a day and you have to prioritize.
     
    theANMATOR2b likes this.
  15. aliceingameland

    aliceingameland

    Unity Technologies

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    What a lovely thread @Rajmahal! Congratulations on your success so far and thank you so much for sharing your story and process :)
     
    Rajmahal likes this.
  16. DroidifyDevs

    DroidifyDevs

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  17. Rajmahal

    Rajmahal

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    Yes, I set up a profile and submitted both games. I think its in some kind of approval queau.
     
  18. EvilMindEnt

    EvilMindEnt

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    Just found this. :rolleyes:
    Congratulations @Rajmahal , for Demon's Rise 1 & 2 success.
    We also thank you for sharing the process and we feel happy for have been of help.

    Best,
    Evil Team
     
  19. Rajmahal

    Rajmahal

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    Thanks very much. Your assets are very helpful ... highly recommend them.

    Both games are going well ... around $110 per day average on the iOS app store. Hopefully will come out on Android soon.
     
  20. steelersfan252

    steelersfan252

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    Once you get it on android you will be making some good money considering you are cutting out half the people willing to play your game. ( I know you said in the thread you were working on it)

    Hopefully you will be able to reinvest that money to start working towards making video games full time if you are not already
     
  21. theANMATOR2b

    theANMATOR2b

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    Would really appreciate an update when it is out on Android for over a month. I tend to disagree with this statement as numerous studies have found Android users are less likely to pay for premium product, though that doesn't mean - everybody who uses Android is adverse to premium content.
    They might be willing to play the game, but of those who are willing to pay?
     
  22. DroidifyDevs

    DroidifyDevs

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    Well, Android users (like me) use Android mainly because it's cheaper than iOS ;) That's why Android holds about 87% of the mobile market share, even though there still hasn't been an Android phone to beat an iPhone in app performance. So as @theANMATOR2b said, Android users will not pay as much or at all. Just look thru the App Store and Google Play, on the App Store many paid apps are free on Google Play for this reason. However, Android users mind ads less, so I'd recommend adding Unity Ads on Android. It's very common to see on Android games where you have to watch ad videos to gain a little premium currency.

    Also, optimize, optimize, optimize. Most Android devices are slower than a potato.
     
    theANMATOR2b, lucaspolo412 and Kiwasi like this.
  23. lucaspolo412

    lucaspolo412

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    Totally right, the majority of the paid games on the Play Store are either games from AAA companies such as Ubisoft, Disney, EA, etc or 'famous' indie games that got featured everywhere and pictured as an 'unique experience' like Monument Valley, Geometry dash, LIMBO..

    But wait there is more.. On Android I can download any premium app's apk from the internet, it only takes one guy to buy your game and then upload it to apkmirror or some other site and you can't do anything about it.. so even if your game has a big success on google play and it gets a lot of purchases, there are a lot more that you will be losing due to those crafty lil' pirates.

    Edit : I just looked at the top paid section of the store and I can't believe how right I am :p

    https://play.google.com/store/apps/category/GAME/collection/topselling_paid
     
    spark-man, Meltdown and DroidifyDevs like this.
  24. Rajmahal

    Rajmahal

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    Hey sorry for lack of updates on this thread. I wasn't seeing notifications for some reason.

    Just to give a quick update ... sales are still hovering around $100 a day average. Some days the go as low as $40 and still occasionally go as high as $200. So a mixed bag but probably just over $100 a day average.

    I also recently released both games on Android. They are not doing much but I'm also not actively promoting them as I'm working mostly on my next game. My next game is called Strike Team and is a sci-fi variant of my existing turn-based games built using the same core code.

    For the Android versions, I'm finding that the requirements are much more demanding and only newer devices with around 3GB of RAM are able to run them. I get out of memory errors on older or devices with less than 3GB of RAM. Not sure why or if I'm doing something wrong there. Here's a link to Android versions if you guys want to check them out. They are free with a full game unlock via IAP:

    https://play.google.com/store/apps/details?id=com.WaveLightGames.DemonRise2Free&hl=en

    https://play.google.com/store/apps/details?id=com.WaveLightGames.DemonRiseDemo&hl=en
     
    theANMATOR2b likes this.
  25. Rajmahal

    Rajmahal

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    My second game was launched on Nov 10th of last year and my first launched about a year earlier than that.

    Sales rarely drop to zero. Occasionally ... maybe 1 or 2 days a month, I would have zero day sales on iOS when I only had 1 game. Since having two games, I've never had a zero day sale and the lowest sale day has been around $40.

    I think the overlapping of games is good and also updating your earlier games so they still look as good as your new ones is also a good idea.
     
    theANMATOR2b and JamesArndt like this.
  26. Rajmahal

    Rajmahal

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    theANMATOR2b, JamesArndt and pcg like this.