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javaexp

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Reply with quote  #1 
Hi Martin and all,

How is your experience with revenue from paid games vs games with ads on iOS.

Everywhere I read that big publishers adopt paid apps model on iOS and ad supported model on google play.

For around 400-500 daily downloads on iOS and 1500 odd impressions I get $5-6 on iOS. Will it be better to have paid games instead?

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Grumpy

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Reply with quote  #2 
I'm interested in this too and I've heard the same - there seems to be a resurgence in the paid model especially on iOS. The next game I'm developing is going to be a high quality/polished puzzle platformer that I'm planning to launch on iOs as a paid app. I've got a few different business models in mind:
  • Launching two apps; one free with limited features/levels and one paid (free version may have limited ads)
  • Launching one app where you can unlock the additional levels via IAP (either as one big payment or paying for groups of additional levels)
  • Launching one app, paid.
I'm unsure which is going to work best on iOS.

It's a tricky situation, if you go down the free/ads route you're probably going to get better downloads and so you might be able to ramp the game up to increase ARPU - it feels like the safer option. But at the same time I think a lot of users now just want a quality product that they can just enjoy without feeling like the developer is constantly trying to IAP and Ad them.

But yeah, does anyone have any experience with paid apps? I have no idea what the download rate is like?
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javaexp

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Reply with quote  #3 
Just for testing I published 1 game as paid last month. Till now 11 units sold. On many days the game gets 0 downloads.

The price I had set was $0.99
So my effective earnings after apple's cut it around $7.7. I m not happy with that. With ads I can earn more.

I had heard that on iOS paid apps generate more revenue.

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Grumpy

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Reply with quote  #4 
Ouch. I've heard pricing your app too low can actually get you less downloads - as people assume it's rubbish quality.
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Roman

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Reply with quote  #5 
Hmmm.... just for joke I published 2 versions of my new game : 3d maze solver. Paid version is in tier 1(0.99$) and a free version. Paid version is already online:

https://itunes.apple.com/si/app/3d-maze-solver/id945797594?mt=8

First day 17 downloads =) That is great! =) Free version probably won't make 11.71$ on first day. 

Capture111.JPG 
Free version is "in review" stage... so I will publish stats for first day when it will be online.



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Roman

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Reply with quote  #6 
Free version of 3d maze solver just went live: https://itunes.apple.com/si/app/3d-maze-solver-free/id946248112?mt=8

Paid version so far:
123123.JPG 


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Grumpy

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Reply with quote  #7 
That's looking pretty good, $48 dollars in 3 days, not bad at all.
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Roman

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Free version probably won't get 48$ in whole month. I know that those downloads for paid version will fell down to 1 download per day or even maybe 0. =)
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javaexp

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Reply with quote  #9 
iOS is too bad. For me just when I published my games there I was getting 2-3K downloads per day all games combined and now after 2-3 months I am getting 200-300 downloads per day all games combined. Its worse than android.
I bought MacBook, iPhone, salary to hires and iOS dev account (total cost around $3000 till now and earnings around $700 till now) for publishing on iOS and it is not as good as android. Should have better given more time to android dev.

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Roman

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Reply with quote  #10 
I didn't spend that much money. I borrow a macbook and iphone for few days from a friend so I can publish games to appstore. The only thing that I had to buy was ios dev account and few plugins for ads and IAP.(around 200$)



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Grumpy

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Reply with quote  #11 
Heh I've found AppStore better than PlayStore so far. The first week is very misleading as Apple gives you a huge search ranking boost, but some of my games now have started to grow after a couple of months of getting low downloads.

I think Apple's ranking algorithm might take into account things like time spent in the app more than Google. As my bigger more engaging game is doing a lot better than my smaller games.

How's the free version doing Roman?
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Roman

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Reply with quote  #12 
Hey Grumpy!

Free version on Chartboost as I suspected....won't bring a lot of money.
Capture987.JPG 

Paid version stats:
Capture1987.JPG 

Since I am not spamming with ads in free version, I probably won't make a lot of money. I am just showing ads in game over scene in 25% and in credits scene.


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javaexp

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Reply with quote  #13 
lol looks like party over for paid version also.
I have started to hate iOS now. May be u need huge marketing campaign to get installs on iOS now.

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Roman

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Reply with quote  #14 
Well... if I get 30$ with paid version per month... I will call it a success, since it didn't take me a lot of time to publish it. I just published a version without ads.(2 hours of work)

But yeah... I also thought that migration to IOS will bring me more money. Maybe I am doing something wrong...

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Roman

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Reply with quote  #15 
Chartboost for free version:
1b.JPG 

Iad:
1c.JPG 



Paid version:

1a.JPG 

Till now... it seems that paid version of 3d maze solver is doing much better than a free one. Probably cause I didn't put to much ads in it. 




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Grumpy

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Reply with quote  #16 
Hey Roman, how's the paid version doing now?
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Roman

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Reply with quote  #17 
Hey Grumpy!

Not that great... [smile] But still... I will probably publish just paid versions on IOS.

1.JPG  Around Xmas time I got few downloads per day. Now I get few downloads per week. 


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Grumpy

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Reply with quote  #18 
It's cool to see that you're still getting some downloads on it. I'm launching a big game in Feb/March that's going to be paid only, bit of a gamble. Just hoping it works out!
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Roman

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Reply with quote  #19 
I read somewhere that we should sell our games for more than 1$ since most people won't buy those ones cause they think that they aren't any good.
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Martin

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Reply with quote  #20 
hey guys, long time no chat. Really interesting info, thanks for sharing it [smile]
It's interesting to see the revenue from the paid version, I hadn't really considered that before. I don't know if we'll do paid versions but we might include some games in our YES2 / Playcade app which can only be unlocked for $1 for example. This would also remove all ads from the game.

For us iOS and google play are terrible in terms of downloads. We're focusing on make games with a higher ARPU now so we can do paid marketing but it's really taking some time. We'll see how it goes and I'll keep you guys updated.

By the way, I've moved this thread to the 'Game Marketing Questions' section.

Chat soon
Martin
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