Superbrothers: Sword & Sworcery sales statistics
capybaragames.com
capybaragames.com
Anyone know of a major game that had simultaneous releases on both Android and iOS at the same price?
e: Oh, another factor: it was available through the Humble Bundle on Android before it was in the Play store.
I guess I should also mention that it's a pretty fun game. :)
(Well, what I was curious about, anyway.)
And of course, the total revenue on iOS has had longer to accumulate.
It's a non-mobile game, and has also been on the Humble Bundle. The article has a lot of details like dollar amounts and sales over time.
That kept the game interesting. The tweets were funny. No need to be mean about it.
I've had a long running dream to produce a game and your soundtrack inspires me to think about it more...
I'd be really interested to learn what sort of trajectory the humble bundle had and to what degree each event had a short or long-term impact. I'd be interested to compare profit to the number of units over time.
And I speak as someone who enjoys using old junk.
Since you can't get iOS games in the humble bundles, that demographic of buyer isn't represented...
The bundle does track total money spent per platform (you can specify which you want your purchase to count towards): http://support.humblebundle.com/customer/portal/articles/281...
The Android numbers don't seem that different compared to other lopsided iOS vs Android sales statistics.
That being said, I wouldn't purchase a game on bought on iOS over a year ago just to play on my Mac.
However, the iOS version was released over two years ago (March 24, 2011 on iPad and April 27, 2011 on iPhone) while the Android version was released in November 2012.
I was wondering if these numbers are standard, or is availability the main issue here? Or something else that I haven't thought of?
However, they still made a significant amount of revenue from non-iOS sources. (It was about half and half.) Whether it's worth investing in an Android version probably depends on how just how much effort it would be. Here they got about 1/5 as much revenue from Android as they did iOS, but I'd bet it took less than 20% of their initial budget to do the port. (Especially given that they had already ported it to Windows, OSX, and Linux.)
Interesting how 77% of Android purchases were made when the app went on sale, versus 14% for iOS. Other articles mention how Android users favor ad-supported free apps above the ad-free $0.99 model.
Personally, the last thing I want to see when playing a game is a disruptive banner ad flashing at the top of screen. Not just games - it's ugly and tacky in just about any app.
I'd much rather buy OS X games through Steam than the MAS. I'm sure there are a lot of other people who feel the same way.