App Store Profit
iWin
Member Posts: 334
Hello, I recently submitted my game to apple and im waiting for an approval. This is a question i dont want to ask but on a regular bases how much should i expect to make on my game. Thanks. And is it true that apps that are in the top 100 sell at least 1,000 copies a day..Thats Crazy..THanks
Comments
On the day after christmas, they had 80,000 sales. 500,000 for the month of december alone.
Although it is certainly possible, that is not typical.
There is some stiff competition in the app store. Huge games with massive budgets.
Huge advertising campaigns. Companies like Popcap, EA, gameLoft. You are directly competing with them. There are currently 15,000+ games to wade through. 200 more get dumped on top of your game every day. Your game has to stand out from the rest.
That being said, there is NOTHING stopping you from creating the best-selling game in the app store.
That is what is so exciting about this industry, you're always one game away from being a millionaire!
i would expect 1 - 10 sales per day for an average game...
cheers
Of course we all like the prospect of $3000 a month but then that is really only quite successful apps. Although Im as FireMapleGames said above, we are always one app away from being the next big hit, you just need to make a good idea come to life which everyone loves, haha.
I have been waiting 10 weeks now for Apple to fix my darn account and still nothing, but Im really hoping in the next week or two *shudders at waiting any longer* I can get my apps up on iTunes. Im looking forward to it. Seeing my first sale come through and then my first payment and just seeing my work on iTunes. I imagine its a satisfying feeling. Anyway, I'll stop rambling now, hehe.
Timing also helps. Last year, I created a Ouija board right before October came around. Spooky music, great graphics. It sold like crazy until I got a Cease & Desist from Hasbro, saying the likeness was too close to their actual product. No harm, no foul, and I pulled it down.
Archangel (my first game and in Torque 2D) sells about 20 copies a day.
We sold a steady 200+ a day for Tumble Jumble and didnt make any top 100 charts...it's very tough but great marketing skills is what you really need along with a great game of course to have any chance.
We got featured over xmas in the whats hot on itunes and thats where all our big sales came from but now sales are approx 20-30 a day.
Getting featured is supposed to be random but some of the big publishers like gameloft and chillingo have a head start imo.
Darren.
*** And, if you actually played the program (it's not even a game), you would know that it could have been easily designed in GameSalad.
*** And, if you actually played the program, personally, it's a pointless app. Just a time-waster to knock around some island natives. But, I can't knock it...
http://games.venturebeat.com/2009/07/10/pocket-god-is-a-case-study-of-a-hit-iphone-game/
http://www.pocketgamer.biz/r/PG.Biz/Pocket+God/news.asp?c=14383
As of July 2009, they made over $1.2M.
GL Guys.
Darren.
In my day job, I am a music producer/engineer, and to me, the app store feels very similar to the fringes of the music industry.
i.e.
There are a lot of good tracks/albums out there that never set the world alight with sales, but now-a-days with the "shelf life" of digital distribution, they will tick over for ever, and earn the people involved enough to cover costs, and maybe make a little profit.....The hope is, that you have a "crossover hit" which earns you a lot more.
The labels I work with have the mindset of "the more stuff you have out, the more all those little hitters add up".....feels very similar to what everyone seems to be saying about the app store sales.
I think now is a good time to be getting involved, as it feels a little bit like the app store's 2nd generation. There are a lot of bigger companies involved than there were this time last year, and with more providers offering the iphone, the installed user bass is getting bigger and bigger each week.
That's the problem. There are tens of thousands of apps, and hundreds added *each day* to the store.
Unfortunately, from what I've read on the web, there's no sure fire way of getting your app noticed, unless you're featured by Apple. Some people here have been fortunate to have that happen, so you never know!
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Dev Center > iTunes connect > Sales.
I have two apps about halfway done. I know once I get on actually making a little bit, it will spur me on (and hopefully spur on the misses to give me a bit more time to work on them).
and 0 sold so far.
there some promos in the "well what do you think" post
where does everyone advertise their apps?
download link is in the post with the promos
I think what rebump meant was that you can only see daily reports from Apple - so if it's been on sale only 20 hours then nothing will show up yet.
The reports show the *previous* days sales.
I can't remember the exact time reports are available, but I usually check mine around 12pm GMT.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
can't wait to get my first app up on the appstore. hopefully in the next week it should be there.
App nearly finished, just waiting for last problem to be resolved through the power of the GS forum.
;-)
Back to the very first post, doodle jump, which was the first game I played on the iphone, is incredibly simple, yet addictive. I beleive it could easily be made in GS, apart from each time you play it the level seems different, not sure how they've done it, whether they made like 10 levels, or different versions of different sections that alternate as you move up It gets harder the higher you get. Or maybe some random game design feature.
Either way its simple but addictive I never did get past 38,000 points.
Please post more sales success stories...
Link- http://itunes.apple.com/us/app/mighty-miyo/id350160648?mt=8
My sales on coconut catcher are 85$ in one month about 2-3 a day on average
Cheers, Weswog
well.... dururing november-december i hardly got anythging.(50$)
now i have 12 apps on the appstore and i am getting quite good money. (2-20$ a day)
these 12 apps are not really good but having more apps means there is a larger chance of someone finding one of them.
i am at about 220, 0f which 140-170 this month.