Are sales meeting your expectations? (Any hard unit or dollar sales info here would be helpful, too!)
Rami Ismail, Super Crate Box (Vlambeer)
Since we released Super Crate Box for free, the sales numbers are exactly what we expected them to be. The download numbers are solid, though, and judging by some of the numbers we've been hearing from other developers it seems a viable platform to co-develop for. If your game is on Android, or you can compile it to an Android target, there's not really a reason to not at least try. Super Crate Box was ported over in a weekend.
Eric Froemling, BombSquad
I really had no clue what to expect, but I've been happy so far; I peaked at close to 200 sales per day and am currently sitting at around 70. It sounds like everyone's been seeing a bit of a sales drop after the initial few-week surge, so I'm curious to see what the tail will wind up looking like.
Ryan Wiemeyer, Organ Trail (The Men Who Wear Many Hats)
It's sold about half of what my low-end predictions were. Last I checked we were at 501 purchases from 13,112 downloads. (a 3.8 percent attach rate.) This accounts for about 0.1 percent of our total Organ Trail sales to date (which is over 400,000.) So, I don't even know if it was worth the man hours yet. Then again... Organ Trail was a pain to add controller support to and that was the bulk of the port.
The Men Who Wear Many Hats' Organ Trail
E McNeill, Bombball
Bombball is making a little over $30 a day, before Ouya's cut. I kind of knew from the start that I was making a game that would be difficult to sell. Still, I let my expectations get inflated over time, and now I'm a little disappointed with the sales.
Adam Spragg, Hidden in Plain Sight
It's hard for me to have any expectations about selling a local-multiplayer-only game. I had no idea how many Ouyas would be sold, how many extra controllers would be sold, etc. It was a pleasant surprise to find out that PS3 and Xbox controllers would work with the system.
Because I have multiple versions of the game, it's hard to know how many people have downloaded it. If 2,000 people downloaded version 1.2, and 3,000 have downloaded version 1.3, how many of the 1.3 numbers are upgrades from 1.2? Impossible. I don't really check download numbers.
Hidden in Plain Sight has sold 1,900 units, generally around 40'ish per day. I do a "pay what you want" with a minimum price of $1. My gross sales are $4,381, which indicates an average price of a little over $2. Although I didn't know what to expect, I'm happy with the sales numbers. I think they are better than I'd hoped for.
… As a small P.S.... it seems like my sales numbers are falling off a bit recently. I wonder if the initial rush of Kickstarter and pre-orders is over, and perhaps fewer units are being sold it recent days? Hard to know.
Shay Pierce, Get on Top (Ouya port of Bennett Foddy's game)
Sales are about what I expected for a launch like this. Here's some (EXCLUSIVE!) sales data:
Twenty-four days after launch, we've had about 9,700 unique downloads, which has converted to 520 sales (that's a 5.36 percent conversion rate), earning us $728 to date (after Ouya's 30 percent cut).
Note that our strategy is to allow the player ONE free round of the game every day - buying the game for $2 unlocks that limitation. Our theory is that this lets people keep launching and playing the game occasionally... one of those times, they'll be drunk enough to decide to actually buy it.
Joe Albrethsen, DubWars (Mura Interactive)
Sales are hard for us to comment on as we do not have a finished game, but we are running a beta for those that pre-order DubWars. We have set our price point high at $15 and actually have a decent response. The conversion rate is really bad, coming in under 1 percent. Again, we are not offering a completed game, so we predict it will increase when the game is fully finished.