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This thread is for those developers who would like to share their download and sales numbers with the rest of us. Please keep discussion to a minimum and just post your stats if you are so inclined.
(last updated September 29, 2009)
Game : Aaron's Ping-Pong
NOV 2008 (Released at 200 points) Trials: 5421 Purchases: 265 Conversion: 4.89% Points: 53000 In USD: $424.00
DEC 2008 Trials: 4643 Purchases: 337 Conversion: 7.26% Points: 67400 In USD: $539.20
JAN 2009 Trials: 1919 Purchases: 163 Points: 32600 Conversion: 8.49% In USD: $260.80
FEB 2009 Trials: 916 Purchases: 58 Conversion: 6.33% Points: 11600 In USD: $92.80
MAR 2009 Trials: 810 Purchases: 54 Conversion: 7.28% Points: 11800 In USD: $94.40
APR 2009 Trials: 625 Purchases: 41 Conversion: 6.56% Points: 8200 In USD: $65.60
MAY 2009 Trials: 474 Purchases: 26 Conversion: 5.49% Points: 5200 In USD: $41.60
JUN 2009 Trials: 427 Purchases: 34 Conversion: 7.96% Points: 6800 In USD: $54.40
JUL 2009 (repriced at 80 points, added countries) Trials: 633 Purchases: 36 (at 200 points) Purchases: 45 (at 80 points) Conversion: 12.80% Points: 10800 In USD: $86.40
AUG 2009 Trials: 1224 Purchases: 303 Conversion: 24.75% Points: 24240 In USD: $193.92
SEP 2009 (so far) Trials: 677 Purchases: 132 Conversion: 19.50% Points: 10560 In USD: $84.48
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Re: Share your sales numbers
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My game Solar has been up for 6 days and has got 1466 purchases, or $2,565 USD.
Sorry to break the flow, but how do you format your data out nicely like that? I'm afraid I'm not very good at excel.
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Re: Share your sales numbers
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my game ezmuze has been up since the early days and has got 176000 purchases or $2200usd.
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madninjaskillz:my game ezmuze has been up since the early days and has got 176000 purchases or $2200usd.
One of the two of these numbers must be a typo. 176000 purchases does not equal $2200... do you mean 176000 MS points?
Sean Jenkin | Development Lead | XNA Community Team
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Re: Share your sales numbers
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Jenkmeister: madninjaskillz:my game ezmuze has been up since the early days and has got 176000 purchases or $2200usd.
One of the two of these numbers must be a typo. 176000 purchases does not equal $2200... do you mean 176000 MS points?
Yea, I was going to say the same because I was gonna be like "Uh dude, ur rich..."...lol
Independent Game Developer - Blog
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Re: Share your sales numbers
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i do indeed mean 176000 points ;)
176000 purchases would be SWEEEEET! ;)
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Re: Share your sales numbers
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Murudai:My game Solar has been up for 6 days and has got 1466 purchases, or $2,565 USD.
Sorry to break the flow, but how do you format your data out nicely like that? I'm afraid I'm not very good at excel.
If you need help processing your data, take a look at the walkthrough we did to help you process the data.
Sean Jenkin | Development Lead | XNA Community Team
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Re: Share your sales numbers
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Murudai:My game Solar has been up for 6 days and has got 1466 purchases, or $2,565 USD.
Sorry to break the flow, but how do you format your data out nicely like that? I'm afraid I'm not very good at excel.
I'm thrilled for you that your game is doing so well. Thanks for sharing the data!
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Re: Share your sales numbers
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Congrats Murudai! I think that should help show some people on here that the market is already becoming more popular.
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Re: Share your sales numbers
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Murudai:My game Solar has been up for 6 days and has got 1466 purchases, or $2,565 USD.
Sorry to break the flow, but how do you format your data out nicely like that? I'm afraid I'm not very good at excel.
Good job man you deserve it! That was my favorite game.
I am pretty happy, I made basically the same as I did at my job. So being laid off got me motivated to do this and it was worth it. Look for my next project really soon.
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Re: Share your sales numbers
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Definitely not as hot as the Apple store, that's for sure. I've released two games for the iPhone / iTouch and both have had orders of magnitude more sales. In any case, I don't mind sharing my sales:
Grid Chasers - 400 points - Released mid-January.
Lifetime Downloads - ~3,000.
Actual Purchases - ~55.
One of the reasons I think the CG store turned out less revenue than the App store was because of the trial version. You win some, you lose some.
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Re: Share your sales numbers
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Jenkmeister: Murudai:My game Solar has been up for 6 days and has got 1466 purchases, or $2,565 USD.
Sorry to break the flow, but how do you format your data out nicely like that? I'm afraid I'm not very good at excel.
If you need help processing your data, take a look at the walkthrough we did to help you process the data.
Unfortunately the trial on my Excel has expired (I wish we got it free with Vista, since it's such a standard program, I think it should be free with the OS), so, can't do anything with the data apart from read it.
I'm using OpenOffice instead. Hasn't got as many features, but it works :) I'll try and figure out how to translate that walkthrough into OpenOffice.
EDIT: Got it working nicely in OpenOffice! For those of you wondering, highlight your table then go to the 'Data' menu. Then 'Filter' then 'AutoFilter' and this should allow you to pick which ones to display. Like only Full Versions, only trials, etc. Then just simply highlight the right column and click 'Sum' (near the input line) to give you the totals :)
(Just confirmed what I did with the calculator, also discovered that Solar has had 8000 trial downloads.)
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Re: Share your sales numbers
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Game: Being
Total downloads: 9496
Total purchases: 482
Rough conversion rate: 482 / 9496 = 5.08%
Rough Monies: $2.50 * 70% * 482 = $843.50
Nearly 10k people tried my little game! I'm happy. :)
My Blog | My game - Being
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Re: Share your sales numbers
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Chounard:Game: Being
Total downloads: 9496
Total purchases: 482
Rough conversion rate: 482 / 9496 = 5.08%
Rough Monies: $2.50 * 70% * 482 = $843.50
Nearly 10k people tried my little game! I'm happy. :)
That's pretty good man, I'd say you did well. The market is rough. Did you release on the launch? I remember your game. :D
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Well, sales seem to be better than I expected. $2200 with Solar in 6 days is quite impressive for a new platform, makes me wonder how many people bought the Fireplace. Must be between 5,000 and 10,000.
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Re: Share your sales numbers
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Actually I can say that the sixt position in the TOP10 charts means something around 400 purchases per week for a 200mp game. This looking at the numbers, I hitted the top ten for 3 weeks in a row less than a month ago.
Alfio Lo Castro - Life less seriuos - follow me on twitterSee latest B4E video - worths a click... Bricks4Ever - the first dual stick breakout style game Crystal Crush - dead alone in the community launch...
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Re: Share your sales numbers
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Game: Tomato Blaster (available from 22nd Feb)
Downloads: 704
Purchases: 25 (about 3.5% of the downloads)
Points: 10000
Lower than I was hoping for but still, could be worse. Most of the purchases were made in the first week, then had a few small spikes when a couple of sites gave Tomato Blaster good reviews (IGN & XNPlay). I'm now down to a couple of downloads a day. If I had seen some sales number before putting the game up I would of chosen to sell at 200msp instead of 400mps but too late now.
Tomato Blaster - Nonstop coin collecting mango chasing action!
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danderham:
Game: Tomato Blaster (available from 22nd Feb)
Downloads: 704
It's because the name sucks. :D I thought it's just one more dual stick shooter or something like that. Didn't even bother to download the trial (which is rare because normally I download every new release). I'll give it a try.
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Pandapadawan:It's because the name sucks.
I based the game on a old game a made when I was 14 (15 years ago) and thought I would keep the name. I am regretting it a bit now though, a lot of people have commented about it being misleading.
Tomato Blaster - Nonstop coin collecting mango chasing action!
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Re: Share your sales numbers
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Game: Exhaust (400 msPoints)
Available from 14Feb
Demo download: 27256
Full Game: 990
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So I am kinda glad I didn´t quit my day job (ofcourse, I don´t have a job but you get what I´m saying). On the other hand, these seem like pretty good numbers if I just take the time to really fine polish my next game. ~3.7% of the people who tried it, liked it. That isn´t very good but it looks promesing to the future.
I would really wanna know how much games like Weapon of Choise and Colluseum has sold.
Best Regards,
Databox
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Re: Share your sales numbers
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DataBox Inc:
Demo download: 27256
Full Game: 990
So the big question there is, with such a large download number would you of gained over twice as many purchases if the game was half price? I'd be inclined to say quite possibly.
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Re: Share your sales numbers
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I imagine most people were like me: they saw Exhaust, thought it sounded fun, tried the demo, and were really turned off by the controls. If it had controlled more like JellyCar (which didn't have great controls but was still much easier to control than Exhaust), I think the sales would have been drastically better regardless of the price tag.
Then again, having a lower price tag would probably have helped.
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Snake360, released at the Community Games launch, sold 1,456 copies (400 MSP). Snake360 Lite, released just this month, sold 376 copies (200 MSP).
I was hoping for better...I truly believe that the game is better than those sales numbers, and between the Web site, YouTube videos, contests and other promotion, it's not like I haven't tried to promote it. It's really hard to get over folks' first impression, though: "it's Snake." The awful Destructoid review I got (none of the game's unique features or multiplayer were mentioned at all) didn't help either.
Best advice I can offer for people working on something: don't pack a ton of content in your game. I have 300 levels and 9 modes...most people don't care. The masses aren't looking for tried and true as much as "OMG," a unique visual style, or unique gameplay concepts. I spent 11 months working on Snake360. If I knew then what I know now, I would have taken a different approach: fewer levels and modes, and more "wacky" or unique ideas. It probably would have taken less time and the numbers maybe would have been higher. I'm sure Fireplace sold more copies due to the "OMG" factor, which I lacked. We can be angry about it or not but "OMG" sells.
Good luck to everyone else! And try not to be discouraged if the numbers aren't what you were hoping for. I'm going to continue promoting Snake360 while working on my next title...no way that I'm giving up just yet =)
p.s. The conversion rates seem to increase over time as people specifically seek your game out rather than just spot it on New Arrivals or Most Popular. Not a bad thing!
Never forget: we're here to create fun.
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Poker Squares January to now: 5713 downloads; 495 sales; (8.7% conversion)
Find Teddy February to now: 2181 downloads; 70 sales; (3.2% conversion)
I'm very pleased with the conversion rate for Poker Squares. I would expect to sell a few more, if I made it a networked game. But still....don't give up the day job.
Regards,
Stephen
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Clock 24-7: 200 points
March 21-26
free trials: 4,865
sales: 249
gross: $622.50
conversion: 5.1%
Sounds fine, but I haven't recouped the licensing costs for the photos, hopefully within another week or two. I'm also re-re-reading the CG contract carefully trying to understand the 'remittance rate'. And taxes. That should be a treat. I'll post in another thread about that later when I get something together.
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