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Blogs

  Comparing Hypership Sales Across All Platform
by Kris Steele on 11/01/11 12:26:00 pm   Featured Blogs
12 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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Currently my game Hypership Out of Control is available for Xbox Live Indie Games, Windows Phone 7 (in both free ad-supported and paid versions), and iOS (normally $1 but we also ran a free 1 day promotion). I thought it would be interesting to see how essentially the same game preformed on several different platforms. In all instances, the paid versions of Hypership sell for $1. All sales data is current as of 10/30/2011. Green items are the highest, red items are the lowest.

XBLIG
Release date: 9/15/2010
Downloads: 7,242
Sales: 1,614
Days on sale: 411
Downloads per day: 17.62
Sales per day: 3.93
Conversion rate: 22%
Profits: $1,129.80

WP7 (paid)
Release date: 5/26/2011
Downloads: 253
Sales: 26
Days on sale: 158
Downloads per day: 1.6
Sales per day: .16
Conversion rate: 10%
Profits: $18.20

WP7 (free)
Release date: 4/27/2011
Downloads: 10,130
Sales: n/a
Days on sale: 187
Downloads per day: 54.17
Sales per day: n/a
Conversion rate: n/a
Profits: $39.54 (based on in-game ad revenue)

iOS (paid)
Release date: 9/15/2011
Downloads: 3,349
Sales: 3,349
Days on sale: 46
Downloads per day: 72.8
Sales per day: 72.8
Conversion rate: 100%
Profits: $2,344.30

iOS (free, one day only)
Release date: 10/26/2011
Downloads: 12,849
Sales: n/a
Days on sale: 1
Downloads per day: 12,849
Sales per day: n/a
Conversion rate: n/a
Profits: n/a

Overall
Release date: n/a
Downloads: 33,823
Sales: 4,989
Days on sale: 671
Downloads per day: 50.4
Sales per day: 7.43
Conversion rate: 15%
Profits: $3,492.30


Some assorted observations based on this data...

Overall values (besides profits) may be a bit wonky. I just added the amounts from all other results, which may be goofy because of the mixing of paid and free versions.

I only just realized how bad the WP7 version of Hypership has performed once putting this together. I spent a signification amount of time over slightly more than a month doing a port which in total has made me $57.74. While I know a lot of people got to enjoy the game, it's hardly worth it. The only aspect that makes the WP7 version worthwhile is that the levels created for the WP7 version were re-used for the iOS port, thus saving time developing that version (the XBLIG version of the levels are too wide to work on mobile platforms).

I don't think it's worth releasing paid versions of games on WP7 at all. The paid version of Hypership on WP7 is far and away my worst selling game EVER. I haven't even gotten paid for this since I haven't reached the minimum payout amount so my profits are really zero.

Single day free downloads on iOS are insane (12,849). One free day has outsold the total combined downloads of any other version of Hypership. It's no wonder the fremiume with in-app purchases route is so attractive. Hypership will get some kind of IAP in the future and I will try a completely free game with only IAP on iOS in the future.

The free Hypership promotion resulted in a lot of paid downloads the next day but after that spike, daily sales returned to just slightly above their previous rate.

The XBLIG version converts well, it just doesn't download high. Gamers can get free trials of the game and yet have done so only twice as much as iOS users pay for the game (without ever playing it too). And that's in over 8 times more days. As has long been my complaint, XBLIG's just don't get enough downloads (I'll blame being buried in the Dash and having poor filtering on that).

On each platform, there is a significant drop-off in sales / downloads after the first couple weeks. This is most apparent on the paid WP7 version followed second by XBLIG. Sales on both those platforms are so low these days they might as well not exist. Sales on iOS will at least net me a few hundred sales each month.

The free WP7 version of Hypership has the best long tail in terms of downloads, adding 20-30 each day. Despite this, games played daily (I can track via the online scoring system) have only increased a tiny amount. Monthly ad revenue remains at or under $10.

Free on WP7 can't touch free on iOS. One day of free on iOS netted 12,849 downloads vs 10,130 downloads over 187 days on WP7. Microsoft still has a long way to go to catch up to Apple in the smart phone martketplace.


For more information on any of my games please visit FunInfused.com or follow me on twitter at Twitter.com/FunInfused.

 
 
Comments

Fernando Fernandes
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Thanks for sharing. The free iOS download day is insane indeed!

Fernando Fernandes
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Are you going (or planning) to try Android too?

Kris Steele
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I'd like to, it's more an issue of finding the time than anything else. I've done some recent testing with Unity3D and if I decide to use that for future games, Android will definitely be included along with PC and iOS releases.

Robert Boyd
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Wow, those are horrendous figures for the WP7 version.

Kris Steele
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The paid stuff is awful, I never imagined it'd be that bad. Gamers barely even seem to look at paid apps. Free stuff is better but looks bad when compared to iOS.

Nick Marroni
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All right. This shit is criminal. Hypership! is the greatest game on XBLIG. Period.



You need to get this on Steam--at least, Kris. Somewhere this will be properly exposed to a mass amount of people.



I can't say enough good things about your game. Anyone that hasn't played it yet, please grab a copy for your 360 now.



http://marketplace.xbox.com/en-US/Product/Hypership-Out-of-Control/66acd000-77fe
-1000-9115-d80258550659

Kris Steele
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Thanks Nick. I tried to get on Steam but we got denied. One of these days I'll get it on PC somewhere. I just often find myself more interested in working on new projects than doing ports.

Guilherme Silva
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Wow, thank for sharing!

I am developing a space shooter game for Windows Phone 7, this article broke my heart.

It's sad to see good games fail to sell well.

Lars Doucet
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In light of these numbers, are you still interested in mobile development, our would you try something like selling your game off of your own storefront?

Kris Steele
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I'm very interested in iOS development and specifically would like to see what kind of money is to be made using the freemium model. 12,000+ free downloads in one day for Hypership on iOS could be a lot of IAP's.



On WP7, it's somewhat attractive because of the ease of porting from XBLIG to WP7. I have started on porting one of my other titles. If that receives similar sales / downloads as Hypership, then I doubt I will do any more WP7 titles.



I really see PC and iOS as my future these days. Probably do direct sales for PC plus see what portals I can get on.

Harold Myles
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Thank you for the information.


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