August 13th, 2024

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.

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Smol Business

Smol 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.

Link Icon 6 comments
By @raybb - 7 months
I'm not big into games but the app store listing itself doesn't seem that compelling. Perhaps to people who follow the developer or heard about the game from the friend that's okay but I think to capitalize on traffic from the app store the listing itself could use some work.
By @brigadier132 - 7 months
The problem with optional cosmetics in a single player game is that cosmetic items are fundamentally status signals. If it's not a multiplayer game, people wont care. As an analogy, nobody buys fashionable clothes to wear at home.

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.

By @gyomu - 7 months
> I would guess that my biggest issue is not the details of the IAP, but rather marketing. I don't really do much of it outside the occasional tweet or social media comment. These blog posts are my primary marketing strategy.

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).

By @lovegrenoble - 7 months