Great Article On AppStore Economy For Indie Developers

Hi everyone,
I think I originally found this link somewhere on this forum buried in the comments, but I think this article is so important that it deserves its own post:
http://thegamebakers.com/money-and-the-app-store-a-few-figures-that-might-help-an-indie-developer.html

This is REAL info, from indie developers and FOR indie developers, with BUNCH of additional links to game designers success and failure stories, with real concrete numbers.
Great read. [import]uid: 80100 topic_id: 24394 reply_id: 324394[/import]

Probably the best/most inspiring single article I have ever read since I started with Corona around 6 months ago. Thanks so much for sharing! My favorite quote from the article: “The more games you make, the more money you’ll earn from one game.” If that’s a fact, then awesome, there’s a light at the end of the tunnel. First couple apps I came out with, sales were so-so. But as the months pass by, I can’t believe how much easier it’s becoming for me to create games in Corona. A few sales per day per app (and have a lot of them), and us indie developers can actually make a living from this! Who’s making a living off their apps, just curious? Have a “real” job or are you guys doing Corona full time on your own like me?

Second favorite quote from the article: “In the end it’s not about getting rich, but about being able to make the games we want to make, independently.” Honestly? My favorite part is the “anticipation” of finishing my app, imagining the glorious days ahead. Once it’s finished and the depressing number of sales come in, I think, hey, at least I had a great time making this app. On to the next one! [import]uid: 82194 topic_id: 24394 reply_id: 98628[/import]

WOW! Thanks a lot nosheet. That’s a ton of good actionable info!!!

THANK YOU.

Mo

ps: I love one of the comment at the bottom of the article when someone said that most apps look like crap(visually) and that maybe of the reason they do not succeed. That person might be onto something here. When you think about it, most of the time the customer for an app has only the description and the screenshots to make a decision to buy or not… [import]uid: 49236 topic_id: 24394 reply_id: 98686[/import]

>> A few sales per day per app (and have a lot of them), and us >>indie developers can actually make a living from this!

And this is moment where Corona works great! You can build one simple app/game each month. When you have 7-10 (+ free version with ads and/or iAP) of them in iTunes/Google Play/Amazon you can think about start your life as full time game developer :slight_smile: [import]uid: 12704 topic_id: 24394 reply_id: 98737[/import]

>> A few sales per day per app (and have a lot of them), and us >>indie developers can actually make a living from this! <<

Yes, but unfortunately this economy completely fails if one’s ambition is to make a little more complex projects that require serious dedication and at least 6 months of work of small team of 2-4 people, and that’s really not too ambitious as quality games and apps demand even more work (well quite a bit more work) than this 6 months example…

And if you take a look at other examples in this article, of more ambitious projects, what they have in common is the rare combination of CRAZY LUCK and/or big marketing money. And of course, it goes without saying that quality is absolutely necessary.

I am sure that many of us would love to commit to making something notable, and not only churning out quick apps so we can live off of their long tail.

My understanding of the whole point of being indie developer is to use this independence to fight for original ideas and expand horizon of media of video games.
If I have to be indie developer and compromise quality of my work and ideas so I could keep publishing half-baked concepts every 3 weeks, I prefer being employed and giving up on my “indie” status :slight_smile: It makes much more financial sense anyway.

But then this is just my opinion, but I certainly go against prevailing sentiment in Corona community that is focused on make-many-fast-and-apps-even-faster attitude.

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we are a team of two working fulltime with “regular” salaries. up to now, we haven’t even hardly gained enough to cover at least all the costs. it’s a hard business.

and the main problem is to get found, to minimize the search costs. even after being a #1 hit.

we still continue doing solid games, which will cost at least 40-50k $… [import]uid: 90610 topic_id: 24394 reply_id: 98742[/import]

>>Yes, but unfortunately this economy completely fails if one’s ambition is to make a little more complex projects

My advice is to shoot 10 bullets into App Store wait some time, save funds and start with more complex project. [import]uid: 12704 topic_id: 24394 reply_id: 98744[/import]

@dingo, thanks for your input, this is exactly the kind of projects I was referring to, and a kind of projects I hoped I could reach to be doing. I currently am a one-man-does-all operation, working on $0 budget and not even paying myself for my work.
I could stretch myself doing this for some 6 months to finish my game and get it published, but now I see that after all the work in development and marketing is done (and still doing it), returns on all this work and time invested are very close to $0.

So unfortunately I will not be doing any new game development for quite some time.
I had some fun time, and the journey really IS reward, but since the journey can’t pay my bills, it has to end now. :slight_smile:

If I ever get to do another game, I hope not to repeat the same mistakes. That’s why I am currently looking all over the internet to find some model of indie-development business that can be even close to sustainable, but there is no hard rule, because the market is completely wild, especially in the mobile sector.

Any shared experience from fellow developers is always very welcomed :slight_smile: [import]uid: 80100 topic_id: 24394 reply_id: 98749[/import]

@gtatarkin, thanks this does make sense. i will have to go down the “freelance programmer for hire” way until i can afford to start shooting 10 bullets (love the expression you used! :)))
and well, “for hire” work brings probably more money ( = more budget for future project ) than long tail of 10 bullets…

good point, though…

i might try to give myself a task to make self-initiated game-jams where I would try and make the best focused effort to produce something in a matter of days, in weekends and free time. :slight_smile:
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@nosheet: yes, the market is completely wild. if you’re not going to get featured by apple, no chance. if you get into the N&N section, you will have good sales for a few days. the good thing is, you can always get featured there, even with an update of your app.

we haven’t started with advertising yet, and not even sure if we are going to do so. we are still trying to get a feeling for the market. i will invest all i’ve ever earned. if it doesnt work out, i will get a boring job again and release one game a year.

and i am not sure you’re doing things wrong. we are doing games, yours great. but we need to find a way how people discover our apps. the most impact we’ve had has not been any of the reviews, but an article in a newspaper.

our mistake has been to do a game that needs some thinking. this is simply the wrong game to reach the masses. so we will try to do silly games too :slight_smile: [import]uid: 90610 topic_id: 24394 reply_id: 98751[/import]

@nosheet, respect for posting that. It was a good read. Hope you don’t give up on making apps, just do it as a hobby or something. If you stop it will be 10x harder to start back up.

@lemsim I sourced a good artist to redo all the artwork in my game. I opened a thread on Toucharcade asking what developers thought the benefits would be and every response was pretty much the same. Graphics are more important than gameplay to achieve sales. I even got responses from big name players like the dev from Great Little War Game mentioned in this article. My game is waiting for review right now so hopefully it helps.

I don’t know if I agree with the “quantity over quality” approach. I wanna make stuff I’m proud of, not just to scrape up enough change to get by. The app store is already full of shitty apps. Granted the vast majority will make less money this way but I guess it all depends on why you do this in the first place. [import]uid: 31262 topic_id: 24394 reply_id: 98758[/import]

>> I currently am a one-man-does-all operation, working on $0 budget and not even paying myself for my work.

@nosheet - Just like you, I’m a solo developer, pretty much going at it on my own. 6 months ago I discovered Corona, and with no prior experience in programming, I was able to teach myself how to make apps from the ground up. At the moment, I’m pulling in about $700/mo. from my 2 apps. My goal is to make $1,500/mo. on my apps., so my rationale is that if I have 10 apps selling in the app stores, with each selling an average of 5-10 per day, I can get there. The thing is, I know that $1,500/mo. income just doesn’t cut it in California (where I’m originally from). But I made the extraordinary decision last year to move to the Philippines where I COULD live off that $1,500/mo. income. I’d rather be making less money doing what I love (making apps), than having to go back to a 9-5 job. Anyway, no advice here. Just wanted to share the experience of a fellow developer. [import]uid: 82194 topic_id: 24394 reply_id: 98768[/import]

@davidJames: you mention a good point! it really depends on where you live. i am living in an expensive country and i have high salaries to pay. so with “Grooh”, i actually could live off that income for one year. but as it is now, i can pay one month of salary.

i still try it a bit longer, because i also want to avoid a 9-5 job! [import]uid: 90610 topic_id: 24394 reply_id: 98774[/import]

Guys,

Very good info, very nice chat here. It`s for me too, pricipally myself that look more for Business App than Games!

@nosheet - man, its "funny" but were at the same situation! Im only one and still feeling to go ahead trying to get something from this jungle. Many times the opposite feeling of the first (give-up) try to catch me, and I can say that it is really hard to not be feeling really that many times BUT I WANNA TRY at least! And FYI, do you know how much I get from the apps I have on the appstore right now by day? **Only 0.05c** MAX! YES, Im scared but…have to try because I honestly would not like to seek for a job here where am now (Argentina), in fact, because I speak Spanish very so so until now (8 months here) and also because the sallary here…haha, the worst. :\

BUT as @davidJames have said about his life chages, am in almost the same way, because living here I would need to make “less” dollares to live Well by here (because of the money cambio).
So, it`s my little story (and I also have 7 months of Corona btw).
Keep the heads-up my friends and thanks for the insight of the Corona devs that are doing good on this jungle already.
Cheers,
Rodrigo. [import]uid: 89165 topic_id: 24394 reply_id: 98857[/import]

Thanks for posting that. I wish I would have seen that a year ago. I just released my first game, Nightlings (bit.ly/nightlings) and while people have said that it has some nice graphics and game-play, it’s not a block-buster with regards to sales…

@dingo - The second I saw your game in the blog I would have swore that you would drive it home to the top of the charts. Great game!

The problem is that we hear about the crazy successes of the app store. We hear about the flops but those flops are always the single-serving games that are either clones of existing games or just garbage apps that sit out there… We rarely hear hard numbers about how games on our level (and on our level I mean not big-budget, AAA studio titles) do with regards to sales, etc.

People will tell you day in and out that “your game will do great!”, “you’ll be a millionaire” but that is with the distorted understanding of the successes of the app store and rarely holds true.

Bottom line… I don’t care what anyone says, It might be for the love of making great games but at the end of the day you want to be successful at it so money IS a pretty big deal when deciding on continuing to do it or not.

This is my first launch and it has been hectic, frantically trying to stay visible after the first few days and initial boom of downloads. I have certainly learned lots about what I should do next time.

Point I’m trying to make is that this happens in all industries, people think that there is a billion to be made, then people make it easy for them to get into the industry by offering services or applications to enable them and then they face the cruel reality that it just isn’t that easy to hit it big.

I’m thankful that you posted this article! Thanks again. [import]uid: 63800 topic_id: 24394 reply_id: 100390[/import]

hey guys, i agree, great chat here:
@david @roberto, some good points about moving to cut living costs in order to live a more free life. i am also in a relatively cheap-to-live country (Spain), after giving up on a quite a lucrative corporate career in Asia+USA, and I never ever regretted my decision.

@Shizapp, I assume from your post and couple of others you posted in the forum that you are exactly at the same place I was a couple of weeks ago when i published my game Spin Up. Its a lonely, depressing place when one starts questioning was it all worth it, as after many hours of hard work has been put, the world just don’t seem to care at all. There are quite a few people that will tap your back saying you’ve done a great work, but at large it’s just another drop in a vast ocean of noise that is AppStore.
It happened to me and I assume it happens to almost every other game developer. The most difficult part of the process is not actually making the game, it’s dealing with the days after the game is done and struggling on the market. Just the other day I’ve seen this GREAT interview with Edward MacMillan of Super Meat Boy:
http://www.youtube.com/watch?v=BDDSYnZfxTM. A 1.5 hours, but worth seeing especially the part about emotional stress that comes AFTER the game is published.

You have proved with Nightlings that you are a great artist and a game designer, and you should be proud of that. Is the fact that you made such a great game enough for success? Not really. AppStore is very much like a lottery. If you make a game you get a lottery ticket. If you make a GREAT game, you get like TEN lottery tickets. You have ten times better chance of winning, but the odds are still against you (and all of us).

From my experience, after feeling quite down about my game release, I decided I was not going to let this ruin my mood (meditation really does help there). The next morning, I realized my game has just gone from nowhere to a front page of AppStore in like 50 countries! I felt I won the lottery, because I couldn’t imagine any better exposure I could wish for, except for maybe being the AppStore’s game of the week… Did it help the sales? You bet, but not like many success stories one can see on internet. I still managed to get some steady 400-500 downloads a day for about a week, and more than anything else, after been featured by Apple, I have been approached by several influential media outlets to review my game, the same ones that were never responding my emails before.
So this is all great, but the point I want to make with all this that even after winning the lottery with Apple doesn’t mean great financial success. Sure, I will probably be able to buy a new laptop or something in that range with this money, but its still nothing >>even close<< to support myself through making another game.
Which brings me to a final conclusion that as with any other industry, the gold rush of AppStore is long gone and no small-scale developer/studio can bet on one game only as it was possible a year or two ago. To be able to make a living from this now takes a long-term dedication and consistently hard effort to produce a range of at least several apps/games in the store and living off their combined long tail.
These are the same conclusions as the ones inside the article I posted, but somehow our brains are so much more receptive to exceptional success stories and tend to overlook the real-life stories because these are the ones that reveal that the road to success is much harder than we want to imagine it.
Even Edward MacMillan says:
“Everybody talks now about how we made a hit and earned millions, but nobody is interested to know that I made like 38 games before this while living in poverty for 10 years”

So I made up my own “Guide To Survive A Game Launch”, which will help me maintain my mental health through my future stress-inducing game-design endeavors. Hope it might help others too:

  • After you launch a game, step away from computer or any internet device and stay offline as long as you can.
  • Check your email at most 2 times a day (unless you have other urgent business to attend). That email that you are waiting for that will change your life for better will never come.
  • Try not to connect to Itunes Connect for at least two days. It really doesn’t matter if it sells or not. If it doesn’t sell you’ll feel like shit. If it starts selling, you’ll feel on the top of the world, only to feel even worse than shit on the day it stops selling. You don’t really need this emotional roller-coaster. It’s just money and if you wanted it so badly, you wouldn’t be making games in a first place.
  • Do NOT search for your game on Google every 10 minutes.
  • Do NOT open websites like toucharcade.com or similar and see another N-th clone of XYZ game being reviewed instead of your own fruit of work.
  • Do NOT send promo codes to media unless they explicitly ask you first. You will never get a response if you call first.
  • DO send promo codes to real gamers. Forums are good place. Better to use promo codes for people who actually want to play your game than let them sit in a junk mail of some reviewer’s computer.
  • Do not expect to win the lottery with Apple. Even if you win it, it might not mean as much as you expect. And if you don’t win it, you’ll feel lousy because the world is so unfair.
  • Hang out with friends. Don’t talk about your game, listen to their stories instead.
  • Think about your next project. Get inspired again. Always make your NEXT project the best one.

Cheers :slight_smile:
N.

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That was a damn good read, I am not sheeting you.

No sheet man, it was the sheet.

lol, ok I’m having too much fun, I better stop before I sheet my pants.

Ok ok, I stop now :slight_smile: jk jk jk haha.
IT was truly an inspirational read!

ng [import]uid: 61600 topic_id: 24394 reply_id: 100601[/import]

@nicholasclayg you better watch your language we have quite a lot of 9 year old kids around these forums! :slight_smile: [import]uid: 80100 topic_id: 24394 reply_id: 100608[/import]

Good advice on the survival guide [import]uid: 31262 topic_id: 24394 reply_id: 100644[/import]

@Shizapp… no hate here. Your comments are spot on!
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