Hi,
I was getting a steady 250-300 downloads per day on iOS, without any publicity/marketing.
I released a new game, and changed my password last week, since then i’m getting 10-15 downloads a day. Can anybody shed some light?
Thanks
Hi,
I was getting a steady 250-300 downloads per day on iOS, without any publicity/marketing.
I released a new game, and changed my password last week, since then i’m getting 10-15 downloads a day. Can anybody shed some light?
Thanks
Hello uetgs
My guess is that it has nothing to do with your new game or password.
It is likely because apple did some changes to appstore that makes your app less visible somehow (in searches etc.)
Good luck with your new game.
In iTunes Connect Sales and Trends you can see where the installs were coming from. Last months I saw unusual amount of installs from Asia Pacific (mainly China) since Sept 29 this has dropped
Maybe this also happened for you.
Many developers over the past couple of months have seen a spike in downloads from China. These never turn into customers for you. Apple may have fixed whatever issues and it sounds like things have returned to normal.
Rob
I was going to ask the same question because i have the same damn problem. My app had the same average number of downloads for more than a year and a half (and no spike in the last couple of months). Yet, on September 29 downloads fell 45%. The next day, September 30th, downloads fell a further 50%. In total, i lost almost 75% of average daily downloads. I didn’t change anything in the app or the store. The downloads are still down (steady, but only 25% of the original). I know Rob said Apple fixed something. But i believe they also broke something because this is not normal. So here is my question: what can we do about it? Is there a way to contact Apple about it? if so, how? Is there a way for the corona team to help? I am really at a loss of what to do. And, honestly, at this stage, i am begging for help from any one.
Thanks.
Edit: Forgive me, I just reviewed my data and there was an increase of about 15% from the Asia Pacific territory during August and September. But only around 15%. So, my downloads should have fallen by around the same amount. Shouldn’t they???
Read the chat on the topic https://forums.coronalabs.com/topic/69971-downloads-spiking-in-china/?hl=china
To be honest, i’ve been quite disappointed with the Corona team. I’m leading a Game Dev team a local University since 15 months, my team has released around 10 apps + games since then. I believe they are pretty good apps and I expected some kind of help from Corona in marketing/publicizing those apps but haven’t got any help at all.
We havent been able to reach audiences, hence negligible earning and I’m under constant pressure from administration to either show some revenue real quick, or they’ll stop funding us. I don’t know what to do.
PS. To the best of my knowledge, we are the only Game Dev center in the country (Pakistan) who are using Corona and I’ve often come under fire for using Corona instead of Unity, and those who know little about Game dev often attribute our “failure” to the usage of Corona.
Just to clarify my comments. Several months ago, many iOS developers saw a spike in downloads. For instance, me personally, I sent from maybe 10 downloads a day on an older app to a couple of hundred a day. It’s was a free app. All were from China and zero turned into a customer. Recently many people reported those “fake” downloads went away so it appears that Apple has addressed this “fake China downloads” issue.
Now if you’re seeing a drop that’s not related to this, its likely a change in Apple’s new App Store. As more people adopt iOS 11 they are going to get this “New store” and with it whatever changes Apple has applied to how people find games and apps. There is nothing Corona can do about this. It’s up to you to write the best description you can, get the best search words in play and work with Apple on this.
@uetgs, Corona Labs is an engineering team that builds the tools to make apps. We have a publishing service that we are working with to help people publish and market games, but you have to submit your apps to them and they are selective about what they market. Our community is other developers. When we promote a game on the blog, it’s only being seen by other developers who are not your customer. I doubt Unity provides the marketing you’re looking for.
Hello uetgs
My guess is that it has nothing to do with your new game or password.
It is likely because apple did some changes to appstore that makes your app less visible somehow (in searches etc.)
Good luck with your new game.
In iTunes Connect Sales and Trends you can see where the installs were coming from. Last months I saw unusual amount of installs from Asia Pacific (mainly China) since Sept 29 this has dropped
Maybe this also happened for you.
Many developers over the past couple of months have seen a spike in downloads from China. These never turn into customers for you. Apple may have fixed whatever issues and it sounds like things have returned to normal.
Rob
I was going to ask the same question because i have the same damn problem. My app had the same average number of downloads for more than a year and a half (and no spike in the last couple of months). Yet, on September 29 downloads fell 45%. The next day, September 30th, downloads fell a further 50%. In total, i lost almost 75% of average daily downloads. I didn’t change anything in the app or the store. The downloads are still down (steady, but only 25% of the original). I know Rob said Apple fixed something. But i believe they also broke something because this is not normal. So here is my question: what can we do about it? Is there a way to contact Apple about it? if so, how? Is there a way for the corona team to help? I am really at a loss of what to do. And, honestly, at this stage, i am begging for help from any one.
Thanks.
Edit: Forgive me, I just reviewed my data and there was an increase of about 15% from the Asia Pacific territory during August and September. But only around 15%. So, my downloads should have fallen by around the same amount. Shouldn’t they???
Read the chat on the topic https://forums.coronalabs.com/topic/69971-downloads-spiking-in-china/?hl=china
To be honest, i’ve been quite disappointed with the Corona team. I’m leading a Game Dev team a local University since 15 months, my team has released around 10 apps + games since then. I believe they are pretty good apps and I expected some kind of help from Corona in marketing/publicizing those apps but haven’t got any help at all.
We havent been able to reach audiences, hence negligible earning and I’m under constant pressure from administration to either show some revenue real quick, or they’ll stop funding us. I don’t know what to do.
PS. To the best of my knowledge, we are the only Game Dev center in the country (Pakistan) who are using Corona and I’ve often come under fire for using Corona instead of Unity, and those who know little about Game dev often attribute our “failure” to the usage of Corona.
Just to clarify my comments. Several months ago, many iOS developers saw a spike in downloads. For instance, me personally, I sent from maybe 10 downloads a day on an older app to a couple of hundred a day. It’s was a free app. All were from China and zero turned into a customer. Recently many people reported those “fake” downloads went away so it appears that Apple has addressed this “fake China downloads” issue.
Now if you’re seeing a drop that’s not related to this, its likely a change in Apple’s new App Store. As more people adopt iOS 11 they are going to get this “New store” and with it whatever changes Apple has applied to how people find games and apps. There is nothing Corona can do about this. It’s up to you to write the best description you can, get the best search words in play and work with Apple on this.
@uetgs, Corona Labs is an engineering team that builds the tools to make apps. We have a publishing service that we are working with to help people publish and market games, but you have to submit your apps to them and they are selective about what they market. Our community is other developers. When we promote a game on the blog, it’s only being seen by other developers who are not your customer. I doubt Unity provides the marketing you’re looking for.