| DHG games is happy to release
publicly sales figures of it's two last AppStore projects: Motocross
Challenge and Cowtopia. The following is a short article written by one
of DHG's founders David Doucet
After almost one year since the release of our first
game on the AppStore, the DHG Games crew is now ready to share our sales
numbers with other developers.
If you want a very short answer about how things
went for us, here it is: we made ~13,000$ and got more than 500,000
downloads out of 2 games we developped in 9 months.
If you want a longer answer, here it is...
Motocross Challenge Revenues

(click to enlarge)
A) ~300$ sales peak following a positive
review on TourchArcade.com. The price was 0.99$.
B) ~500$ sales peak when Motocross
Challenge was featured as "New And Noteworthy" on the AppStore. This
was following an update that featured online multiplayer. The price was
2.99$.
C) From that day until now, Motocross
Challenge has continued to sale between 10$ and 40$ a day, average
around 15$ for week days and 25$ for weekend days.
Downloads Stats

(click to enlarge)
A) 15000 downloads peak for the free/lite
demo while the paid version was featured in the "New And Noteworthy".
The demo breaked in the top 100 free games charts of many countries,
most importantly in the US.
B) DHG Games did a special free weekend to
try to generate sales of both Motocross Challenge and Cowtopia.
We had some kind of success for Motocross Challenge with ~40,000
downloads per day. It didn't really result in more sales since all got
back to normal as soon as the free games weekend was over.
C) The main purpose of the free weekend was
to try explain ing why we had so poor sales for
Cowtopia compared to Motocross Challenge. Was it the lack of
exposure, the lack of interest about the game premise,
or the game quality? By putting both Motocross Challenge and
Cowtopia free at the same time, it allowed us to know if the
customers would be aware that the game exists. The ~40000 downloads we
got from Motocross Challenge prooved us that yes, we got exposure
covered. So, even free, Cowtopia was not very attractive to
iPhone owners. If quality was the main problem, people would probably at
least have tried the game for free. We did our homework with
playtesting and we got good reviews from players and the few reviewers
who tried the game, so we're pretty confident the game is good and can
compete with the best in the action-puzzle category. It could have been
the quality of our screenshots, but I sincerly believe the cartoony
graphics are a strenght of our game and those screenshots looks pretty
good to me. Is is that the game feels too childish? Is it unclear what
the gameplay is all about? I believe these are the 2 main reasons that
explains our poor sales. Another one would be that at the very
same time Cowtopia got its main exposure by being
featured in "New And Noteworthy", another game was beating sales
records. All the "word of mouth" publicity available for that week was
consumed by Cut The Rope.
D) We get on average a bit over 1000
downloads per day, only for Motocross Challenge since there's no
free version of Cowtopia.
Total Revenues

(click to enlarge)
A) Most of Motocross Challenge sales in the
big peak were at 2.99$
B) Cowtopia highest daily peak never
reached 50$ :-(
Developers' Comments
As you may have guessed, these
are not solid enough numbers to make a living out of this. Fortunately,
it wasn't a big surprise for us. When I left my job to start working on
my own iPhone games in early 2010, there were already many articles
about how saturated the market was. I also had friends who failed at
generating a fair revenue out of it. I was willing to take that risk
since I wanted change in my career anyway. I evaluated this was some
kind of buying a lotery ticket with better odds and more merit if you
win. The end result is that I didn't get rich, but I had a great time
doing it and I like my new job.
Although our sales figure are not impressive, I'm
still convinced that with the same games but with wiser business moves,
it could have turned out very differently. For examples, with 500,000
downloads, there's probably a good potential for publicity revenues. On
the marketing side, I spent good efforts on Motocross Challenge
to contact reviewers and I also purchased a bit of publicity, but I'm
sure that somebody else with the right skills set would have done a much
better job than I did. Do you
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