Smol Business
Smol Dungeon, a mobile game by Kris Shamloo, earned $400 in its first year, switching to free-to-play in October, which increased downloads but did not significantly boost revenue.
Read original articleSmol Dungeon, a mobile game developed by Kris Shamloo, has been available for a year and has generated approximately $400 in revenue. Initially launched as a paid game at $1.99, it earned $252 in its first month and an additional $45 over the next eight months. In October, the game transitioned to a free-to-play model, offering an optional cosmetic in-app purchase for $2.99, while avoiding ads. This change led to a significant increase in downloads, with thousands more players compared to the paid model. However, the revenue from the free model was only $45 in the first month, despite a 100-fold increase in player numbers. The developer speculated that the in-app purchase may not have been compelling enough, the game’s short length might deter purchases, or that consumers might prefer paying $1.99 over $2.99. Kris acknowledged that marketing efforts were minimal, relying mainly on social media and blog posts. The revenue generated has not been sufficient to allow him to quit his day job, as the project was more about learning and development rather than achieving full-time indie status.
- Smol Dungeon has earned about $400 in its first year.
- The game switched from a paid model to free-to-play in October.
- The free model increased downloads significantly but did not boost revenue proportionately.
- The developer attributes low revenue to marketing and the nature of in-app purchases.
- The project focused on learning rather than achieving full-time indie game development.
Related
Those AAA game ports for iPhone and iPad have bombed
Console game ports like Assassin’s Creed Mirage, Resident Evil 4, Resident Evil Village, and Death Stranding on iPhone struggle with low downloads and revenue. Premium prices deter users seeking comparable experiences elsewhere.
Report shows that AAA games for iPhone and iPad aren't a hit with users
Recent report highlights AAA games like Assassin’s Creed Mirage and Resident Evil 4 underperforming on iOS devices due to user preference for simpler, touch-optimized games over console adaptations, impacting sales and reception.
Braid: Anniversary Edition "sold like dog s***", says creator Jonathan Blow
Jonathan Blow expressed disappointment in the sales of Braid: Anniversary Edition, stating it sold poorly since its May 2024 release, impacting the development team's financial situation and future prospects.
Apple Arcade developers say working with Apple is like in 'abusive relationship'
Game developers are increasingly dissatisfied with Apple Arcade, citing declining payments, project cancellations, and poor communication. They seek clearer goals and better support from Apple, especially for the Vision Pro.
Braid, Anniversary Edition 'Sold Like Dogs**T,' Developer Jonathan Blow Says
Jonathan Blow expressed disappointment over the poor sales of Braid: Anniversary Edition, stating it sold "horribly" and impacted his ability to hire staff. The game's future remains uncertain.
This is why most single player games that are free to play go for the "pay for more lives" model. If you want more fun you need to pay.
Spot on. Makers think releasing the product is the end. It’s actually just the beginning. Now that your product is released, you will live and die by the sword of marketing.
As an indie developer, I made a month worth of sales in 3 days when a YouTuber mentioned my app. Not even a big YouTuber (few tens of thousands subscribers).
Related
Those AAA game ports for iPhone and iPad have bombed
Console game ports like Assassin’s Creed Mirage, Resident Evil 4, Resident Evil Village, and Death Stranding on iPhone struggle with low downloads and revenue. Premium prices deter users seeking comparable experiences elsewhere.
Report shows that AAA games for iPhone and iPad aren't a hit with users
Recent report highlights AAA games like Assassin’s Creed Mirage and Resident Evil 4 underperforming on iOS devices due to user preference for simpler, touch-optimized games over console adaptations, impacting sales and reception.
Braid: Anniversary Edition "sold like dog s***", says creator Jonathan Blow
Jonathan Blow expressed disappointment in the sales of Braid: Anniversary Edition, stating it sold poorly since its May 2024 release, impacting the development team's financial situation and future prospects.
Apple Arcade developers say working with Apple is like in 'abusive relationship'
Game developers are increasingly dissatisfied with Apple Arcade, citing declining payments, project cancellations, and poor communication. They seek clearer goals and better support from Apple, especially for the Vision Pro.
Braid, Anniversary Edition 'Sold Like Dogs**T,' Developer Jonathan Blow Says
Jonathan Blow expressed disappointment over the poor sales of Braid: Anniversary Edition, stating it sold "horribly" and impacted his ability to hire staff. The game's future remains uncertain.