extremly high iOS piracy rate

Discussion in 'Indie Business' started by Reinhardius, Oct 16, 2013.

  1. Reinhardius

    Reinhardius New Member

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    Hello,

    a few days ago, we launched our game Headless on iOS and Android :
    http://app.lk/headless

    I was a bit surprised by the extremely high piracy rate we experience on iOS at ~ 95% .
    Is this normal these days ?

    Also, does anyone know if AppAnnie tracks pirated copies, or is it really enough to sell 14 copies in china to reach rank 70 in paid games ?

    Greets
     
  2. jcottier

    jcottier New Member

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    App Annie only tracks whatever itunes connect is giving to it. So, no, it doesn't track pirate copies.
     
  3. Roman Budzowski

    Indie Author

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    How did you measure that? I don't find those rates that big for my games. I would even say in our case it's minimal unless I track something incorrectly.
     
  4. Reinhardius

    Reinhardius New Member

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    Hi Roman,

    We currently have sold 400 copies on iPhone but have 14 700+ people in the GameCenter high scores. That would be a piracy rate of 97% now.
    If you ad the pirates who did not enable GameCenter, i guess we are looking at 99% :)

    greets.
     
  5. Roman Budzowski

    Indie Author

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    Well, that's unusually high rate for sure. Is GameCenter the only tracker of users for you? We have Flurry and Chartboost integrated and for our latest game: Seven Seas Solitaire HD all systems show coherent results (so it's not like 100 copies sold and 10.000 installed copies registered by Chartboost or Flurry). Unfortunately I don't have GC High scores implemented, just awards, so can't tell how many users are registered in it.

    Maybe GC high scores multiplies entries for one user? That would make 37 entries per user in your case.
     

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