Android Downloads vs iOS Downloads

Hi,

I just released my app on Saturday (www.trucktrials.com) and have been eagerly monitoring the downloads.  It is very early days so I am not stressed or anything, however I have already noticed a huge different between the downloads.  Supposedly Android has 12 downloads, whereas iOS has 557 downloads (97 installs).   Of those 557 downloads 229 are from china and 97 Russia???

The same trend seems to be replicated on the appodeal dashboard with a wopping revenue of $3 on iOS and $0 on Android.

Is this normal?  I would prefer to find out now if there is something wrong with my flow.

Cheers,

Craig

On App Store, you get some visibility after you release your game to the wild but if your game is free, then you don’t get much visibility on Google Play so it’s kind of normal. After you get some downloads (acquire users etc.) you start getting some Google Play love.

Congratulations!

Looks like a nice game :slight_smile:

Are you sure those downloads are actually from China?  The rules changed recently and unless you’ve been through their time-consuming and expensive vetting procedure you are not allowed to publish in China.

Expect your download to tank soon once the app store stops your “new release temporary boost” - unless your game gets really good traction and reviews whilst boosted.

In my experience, Android is a much larger market (about 5:1 in my case) and more profitable with IAPs.

On App Store, you get some visibility after you release your game to the wild but if your game is free, then you don’t get much visibility on Google Play so it’s kind of normal. After you get some downloads (acquire users etc.) you start getting some Google Play love.

Congratulations!

Looks like a nice game :slight_smile:

Are you sure those downloads are actually from China?  The rules changed recently and unless you’ve been through their time-consuming and expensive vetting procedure you are not allowed to publish in China.

Expect your download to tank soon once the app store stops your “new release temporary boost” - unless your game gets really good traction and reviews whilst boosted.

In my experience, Android is a much larger market (about 5:1 in my case) and more profitable with IAPs.