50 sales/day is not that bad!!
Just thought I wanted to share these to give people an idea. They've been posted various other places too - and I know Matthew and Martin also have posted their numbers.
We got 2 older games (both iOS, one also PC/Mac) in the store on launch day - that we could see no harm in simply 1:1 porting over. Their sales on iOS is 2-3-4 units a day, so nothing to loose. We decided to not go for a race to the bottom on the price - and have them at $2.99 each to see what happens.
We had the luck that one of them - Smack Hockey - even got a world wide Staff Favorite promotion.
Mac App Store Day 1:
10 sales of Monster Ball
50 sales of Smack Hockey (#70'ish on top-100 in US games)
5 Monster Ball
44 Smack Hockey (still #70'ish)
So nothing totally spectacular - we did not become instant billionaires. But the games have some additional sales at almost no extra work (using Unity, so it was almost a matter of simply building and wrapping the game with the app store things).
Hope someone finds the numbers usable.
Hehe seems to see the iphone thing again. 50 day but at $2.99, which is $2, means $100/day. Not bad for sure, but is 5 sales of a normal $19.99 game a day.
Now if you have a very old game that doesn't sell anymore, fine, but releasing new games at that price seems crazy to me. I mean, is not a different device, is the same old mac where people would happily pay $19.99 for a quality game.
But anyway I'm sure that soon it will be swamped by supercheap games and quick ports of iphone games.
Thanks a lot for sharing your numbers!
Co-founder of Lost Decade Games, HTML5 game studio in Silicon Valley.
@Jack - they are older games from our catalogue that didnt sell well in the first place. And they are iOS ports primarily. So hard to turn a $1-2-3 into a $20 game :-)
But I agree that it would be much nicer to sell the same games at $20 than at $3.
Smack Hockey 44
So same as day 2. I know several of my community friends who are selling 300-400 units a day at the moment.
And it also lightens my spirit to see quite a few more expensive games making it nicely on the Mac app store too. So its (until now) not a race to the bottom.
Thanks for sharing! I know someone that has >1 game on there and has made a couple of thousand bucks in two days. Can't give more details. Pretty encouraging though! Of course it may well slow down once the "new apple thing" hype wears off.
I went to buy an OSX 10.6 upgrade and the Mac shop I went to in Vancouver downtown had SOLD OUT.
I have the upgrade but refuses to install on my macmini because has not enough RAM (needs 1Gb). First time I see an OS refusing to install completely...
I'm pretty sure that it will slow down a lot in few months. Again those who got there early probably made a good move.
Just to add here, a number of Unity based studios have reported their sales experience, have a look:
Looks good to me
Game Business Toolbox
Thanks for sharing. That's interesting to hear.
Dan C. Engel, CEO, FastSpring.com
Email: dan at fastspring.com
Product Demo: http://www.fastspring.com/
I was under the impression that Unity would have to be updated to handle Apple's App Store DRM correctly. Did you find some way to implement Apple's DRM yourself or did you just ignore the DRM and hope they didn't reject on that basis?
This looked helpful to sort out Unity and Apple store:
You do not get customer contact data from the sales on MAS. You get daily # of sales stats.
If you want more data, you either have to ask people to e.g. sign up for something or similar.
There was a nice article on Gamasutra yesterday with some info that might/might not be interesting to read for those interested:
On the DRM part - we simply ignored it and shipped off the game none the less for approval. Sure it will lead to piracy - but so will including DRM. Monster Ball has been available without DRM via Direct2Drive etc for ages and is already out in the wild. So nothing to loose.
So I guess the question could equally be asked of the Blurst guys. Did they just ignore the DRM and hope Apple won't reject based on that, or am I missing a way to implement the DRM for Unity?
Or... give your game away for free and use micro-transactions to monetize.
But..... I'm more and more certain myself that the freemium route is the way to go for indies in general.
So I really dont see anything bad in this. If you can deliver a good game experience, people are definitely willing to buy into your game afterwards. Lots of sales numbers support this.
Can you bank on that? No.
Can you bank on releasing your game at $15-20? No.
Still down to making a good game and being lucky.
It depends on the kind of game. Saying that only freemium/transactions is the future is wrong. I cannot see that model taking off for certain genres (adventure games, visual novels, dating sims for example).
For other games like strategy/RPG yes. I even thought about adding MT to my upcoming sci-fi RPG but in the end went with the classic one price. But might do that or expansions.
I met the Angry Birds guys yesterday and they said that they've sold around 20 million copies on iOS, so yeah you don't have do go freemium. However, they also stuck it on Android and used Admob and made about the SAME amount of money from 15M or so free downloads as sales on iOS. Wow.
Piracy is a big problem with iOS and so is exposure. If your game is free and based on micro-transactions it can do better than if it was just priced at the otherwise necessary 99 cents. It's not at all likely that your game will be the next Angry Birds, and far more likely it will just get lost in the heap. I think well designed F2P mechanics are a safer bet. People who would otherwise pirate can just download it for free and potentially become fanatically vocal about loving the game, and people who love the game and have money to spend will spend it on their new hobby.
"In app purchase" for desktop apps to use will probably be possible with near future updates. Using this to buy in game premium currency would be the only option as far as I can tell. Free games with micro-transactions are way more appealing to me than the race to the bottom. I think the best use of the Mac App Store is to use it as a vehicle to get more true fans: make it easy to get people to your Facebook fan page so they can like it and you can reactive them anytime in the future to then buy from you direct. Now is a good time of educating customers on the benefits of buying direct from you as well (new releases before they appear anywhere else including the Mac App Store, 100% satisfaction guarantee refund policy, more features not possible thanks to Apple's restrictions, and so on). I do not look forward to when Apple inevitably locks down the OS and makes the Mac App Store the only way to install software on a Mac.
I agree with your thoughts about F2P, but honestly I'm thinking it works better with webgames. Also you have the advantage of not caring at all which browser/OS people use to visit your site, reduces compatibility problems, you don't have to get mad with certification/approval, and so on!
I'm so looking forward to see blitzmax:monkey released!!
And a final note: for some games like story-based game F2P is never going to work I think.