After techbear and SteveZ shared their sales figures with us, I thought I'd share mine too. They are not nearly as impressive as the former two, but may hopefully be useful to comunity, and could be useful to me as well if you would be kind to drop your 2 cents. Here goes.. Title: DDD Pool Type: 3D pool game Download size: 12MB Release date: 01 Sep 2004 Price: $19.95 Payment processor: ShareIt Website hosting: Powweb Units sold (until 09 Dec 2004): 42 of which - our own sales: 33 - affiliate sales: 9 Can't tell you exactly the numbers for portal sales, but I dare say it was about 80 total, on several portals ('several' meaning more than one), in half the time. Sales by month (affiliate sales in parenthesis): September - 6(0) October - 9(0) November - 18(7) 9 days of December: 9(2) Sales by country: USA - 14 UK - 8 Germany - 5 France - 4 Italy - 3 Czech Republic - 3 Austria - 1 Indonesia - 1 Namibia - 1 Spain - 1 Switzerland - 1 I'm satisfied with the numbers in the light of it (selling games) being our 15 years old dream come true , but I'm not satisfied in that I think we can do more (I very much like the trend, I hope it keeps and grows). The game was released on 01 Sep 2004 and in the next two weeks it was submitted to about a hundred shareware sites (we bought a one month licence for Shareware Tracker for $15). Applied to IGF 2005 ($100). We also placed it on download.com on 15 September ($80) and that was all our marketing investment. My experience with download.com: I was rather dissapointed, only about 3000 downloads so far . I expected a lot more. Most of these downloads came in the beginning, while we were still in the 'New games' list. I think it's because we didn't get a review from them. I see SteveZ had quite different experience (maybe because he paid them 2 x $550 for PPD?). We could not afford it, and I'm not sure we'd do it even if we could (am I mistaking about this?). Our website traffic: September: 13.5GB October: 20GB November: 69GB 8 days of December: 18GB First couple of weeks it was an average of 300-400MB/day, and today it's over 2GB/day. We had our first little peak when the contestants for IGF were announced (I think these downloads were mostly by fellow developers). The next peak came when our game appeared on some Taiwan shareware site (not sure what exactly the site is about - it's in Chinese). Don't know how we got there, we didn't apply. As you can see from the 'Sales by country' statistics, these downloads generated no sales. The third peak came when the game appeared on a couple of Czech websites. I thought this would also be to no use, but was surprised when I got 3 sales from Czech Republic . The biggest rise in traffic came when DDD Pool appeared on download-free-games.com. It got to the point where we got a notification from Powweb that our daily traffic is close to a 5GB/day limit! We dealt with this 'problem' by redirecting some of the downloads to our download.com (upload.com) account. Great thanks and congrats to Jim. Advice: If you want web traffic, try getting on DFG! We are not that new in (trying to) creating games, but browsing this forum more actively lately, I keep realising more and more we sooo don't know anything about the marketing (and some other) aspects of this business. We practicaly jumped to our next project the minute we released our first, and kind of 'forgot about' the DDD Pool. This may seem strange (amateurish?), especially after seeing a post in the "What's everyone's current project" thread that someone stated his current project to be marketing his new game for next 6 months. We were just eager to produce as many games we can in as little time we can, and then maybe go back to updating our 'old' games. But lately, I began thinking about doing this in parallel, as much as I can. Now, from the sales and website traffic numbers, you get the (correct) picture we have very low conversion rate (somewhere between 0.3% and 0.5%). I think game quality is not the (main) reason for this, since quite many people rated our game as 'of pretty high quality' (shareware sites, gamers, some people on this forum, even some of the 'big guys'). I believe one of the main reasons is the DirectX 9 requirement. We created our installer so that after installing the game, it checks for the installed DirectX version, and if it's bellow 9, it offers user to take him to Microsoft's DirectX download page, only it first notifies a counter script on our site. The results were quite surprising and dissapointing to me - nearly 80% of the people don't have DirectX 9 installed. From this I conclude that these are mostly casual gamers, which brings another question: did they ever run our game? I mean, I don't know if they finished the DirectX download (about 35MB) and installed it properly. You can somehow get away with asking people to download 12MB of your game, but asking them to download another 35MB of 'direct what?' is probably too much for many of them. I think this information may be very useful to someone: if you're making a 3D game, don't make it to require DirectX 9 unless you really have to! You're quite safe with DX 8.1 though, since about 99% of people from our statistic has it. Our game does not use any DX9 features, it's just that when I started making DDD Pool, it was my entering the world of Windows programming and I thought: 'by the time I get something done, current version will probably be 10 or more, so I better start learning with the latest version'. Now I think this was a huge mistake. Our current project is a DirectX 7 2D game. So I think one of the first things I should do about improving the sales of DDD Pool is to somehow 'downgrade' it to DX8. You may think this is not so hard to do, but you should (or better not) see my code first . The next thing that comes to mind is our website. It definitely needs to change, I'm just not sure yet in what way exactly. Please help with this. So much from me this time. I hope I'm not infringing the 'netiquette' with such a long post. If I am, tell me and I'll put it to a text file on our site.