My new game : Empire Wars: Global Domination with corona sdk

I have two campaigns.

One is worldwide. 

One is for Spain and Mexico only.

Both I have set the max to $.20 cents.

Thank you for information again~

I think we must find someone to marketing (cooperation).

We don’t have too much cash right now. 

I send email to appstorepromotion@apple.com ask recommend our game, hope can success.

So this is how I do it. I start with 5.00 a day and .20 cents an install. If you do that every day at some point you level out on the number of DAU. Basically, the churn is equal to the number of daily users you can get for $5.00. On apps that don’t catch on it happens fairly quickly. Basically, your churn is so high that your DAU levels out in 2 or 3 days of installs. Other apps it is more difficult since the churn is so slow it takes you weeks to level out, but on these apps, you will probably turn a profit.

At that point, i look at revenue.

  1. If the revenue is more than the 5.00 dollars/day then I increase the daily advertisement budget but always under max daily revenue. And I evaluate the app again once the churn catches up with the installs.

  2. If the revenue is not more than the 5.00 dollars/day then I look at ways to increase retention or revenue. Maybe fewer interstitial ads, maybe some sort tournament or one of the many ideas floating around the web. If I can’t make it work then I either give up on the app or I bring down the advertising budget to where I was making the most ROI.

The only variation to this is when the app doubles the revenue of the advertising budget. At that point, I increase the budget of the app even if the churn has not taken over the installs.

This is what I do. With my very limited budget, I don’t have any other options. So far it has worked.

Hello Friends~

This game is release to iOS today:

https://itunes.apple.com/us/app/fire-in-a-world-lbs-gps-rpg/id1097471568?l=zh&ls=1&mt=8

Please try it~

Congratulations!

Rob

Nice looking game… hope you have the marketing budget to make it work!

In-app Products

£0.89 - £234.99 per item

 

£234.99 - are you for real? lol

Dear Rob, Thank you.

Dear Sphere Game Studios:

Do you know which marketing method is best in your experience?(Admob? Appnext? UnityAds? Facebook?)

I don’t have too much budget, and think about it right now…

Here is a scary (but realistic) summary “25% of installed apps are never used, and 26% of installed apps are abandoned after the first use. The average app loses 77% of its daily active users (DAUs) within the first three days after the install, and 90% within the first 30 days”. So the cost to retain the 10% of players that you stand a chance of monetising gets real expensive!

I can’t tell you which network is better as I haven’t used them.  Luckily, my game gets installs organically.

If I was you I would go with Facebook and explicitly target a small set of demographics with a small budget, if this proves successful then slowly expand your reach and budget.  

Expect to spend at least $4 per install on Facebook (generally considered the cheapest CPI) and considerably more on other ad networks that are more targeted.  But an ad shown in a game similar to yours will be a lot more valuable than an ad shown on Facebook.

I always hear horror stories about marketing. So I’ll show you my experience with pictures. I use Facebook and Apple Search ads to advertise and Admob and Applovin to monetize. I use Tenjin to track everything (great service and great people).

The first picture is how much I spent on Facebook:

Notice I got 646 installs at $.25 cents each. 

The second picture is from Tenjin:

In this time period, I spent about $1800 dollars in advertising according to Tenjin (this includes both Apple and Facebook). At the same time, I brought in just in advertising a little over $2600 dollars. About a 44% return on investment just in the advertisement. Also, notice that last column: that column shows you how much did it cost me for one 14 days retained user. At around .25 cents a user, it cost me about $1.63 to get one user that sits around playing my game for 14 days.

My apps are fairly crappy. I am not a great coder and a terrible artist. This particular app started as a template for $15 dollars from a forum member (I don’t see him around much). 

I think your app is awesome. It deserves at least a try.

Thank you for sharing the numbers! Most don’t and its quite difficult to ascertain how much people may spend/make in the real world. Sure if you have a hit, it’s great, but its nice to see a middle of the road.

Appreciate it.

graham07 when I started it was so hard to get real numbers. I try to share as much as I can. 

And here are the retention numbers:

I lose tons of players all the time, but not as bad as what people claim. I suspect a few games lose a lot of players very fast and those games bring down the averages for everyone. The numbers above are weekly retention numbers from Facebook analytics for most of the year. (same app as my first post). Again it takes almost 2 weeks for me to lose 75% of the users, but by then I have made up what it cost me to get them. And then the churn really slows down. To get that 26% down to under 10% it takes about an additional 10 weeks. 

Thank you Sphere Game Studios and agramonte.

Hello agramonte:

Can you show your app?(both ios/android?)

There are few download after my game put on PlayStore(4 days).

I buy facebook ads( $2 USD / per install ) but no anyone download(just click ads).

And Did you install facebook sdk in your app?

Thank you Sphere Game Studios and agramonte.

Hello agramonte:

Can you show your app?(both ios/android?)

There are few download after my game put on PlayStore(4 days).

I buy facebook ads( $2 USD / per install ) but no anyone download(just click ads).

And Did you install facebook sdk in your app?

Sure. The android version will be the iOS version either this weekend or next weekend. As you might know, it is super easy to upload to Play as oppose to Amazon or Apple. So I use the Android version to get versions out there as soon as possible until it is stable.

Android:

https://play.google.com/store/apps/details?id=com.cabagomez.cuadros

iOS:

https://itunes.apple.com/us/app/cuadros-free/id1063743554

Amazon:

https://www.amazon.com/Cabagomez-com-cuadros-free/dp/B01JZM7G82/ref=sr_1_1

I like your game, easy to play and not difficult.

So~ Is this game earn  $2600?

Gross revenue yes. Same game as the data above.

I found the best FB ads rules after testing. Don’t use video to promote. Just use only single image. Now it’s $.2 per install. But I can’t change it to CPA right now.

Now it become $2 per install again…

You should be able to set the max per action right under the price per click. I set up mine at .15.

if i set, the ads will not shows anymore, always zero shows.

i find another way to get downloads , $0.09/per downloads, very fast.

not machine make it, true user download.