@Sun,
Thereās a good reason that Apple wonāt let people release sales figures.
The sad reality is that very few games sell great numbers. Apple doesnāt want developers to know typical sales figures because they would lose a lot of developers. Even 500 sales over a few months times 300,000 developers means some decent revenue from them. Then add in the few games that sell really well and they make a lot more from that.
In order to get reasonable sales you have to at least have a few reviews. And having a great game helps a lot too 
I would suspect your game would get a huge jump in sales if you got a couple of reviews and some press. You definitely have really good art and good game play so with some marketing you should do okay. But 10,000 units seems a bit high.
I know of 3 development houses (actual teams of mobile developers that range from 8 to 20 people) and they have all struggled to make it financially in the mobile market. They have all had to supplement their income by doing contracts. For one development group this paid of nicely because it kept them alive long enough to get a project out that was a BIG hit. I cannot say what the game is, but it is getting 500,000 daily views and is a Freemium style game so they make money off the in-app purchases.
Donāt let ANY of the above deter you from finding every possible way to promote and push your game. You CAN make money at it, just donāt expect to get rich off one game. Use what you learn from this project and apply it to your next game. And definitely make sure you address as many of the āmissingā items that you yourself called out.
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