We’ve realized that we at RareSloth
have benefited so much from the writings of other developers sharing their statistics. To continue the trend and hopefully become beneficial to new developers, we’re keeping a log of what we’re doing and the results of doing those things. This log was inspired by Amir Rajan’s blog on A Dark Room (http://amirrajan.net/a-dark-room/
June 15, 2015
We submitted our first build to the App Store just 11 days before Indy PopCon
, our first big convention. Everything would have to go perfectly for Furdemption
to be approved and available on the App Store by the time of the convention.
June 16 – June 23, 2015
We sent an expedited review request (time-sensitive event), emails to email@example.com
and a status request (through iTunesConnect’s “contact us” form) in hopes that Apple would see our urgency. The expedited review request was rejected. The status request simply told us that our review was in a “normal” state and that it would continue on.
June 24, 2015
The app went from “Waiting For Review” to “In Review”. Finally, a glimpse of hope that we might get the app published on time. Of course, the app still needed to pass Apple’s inspection.
June 25, 2015
Approved! How about that? 1 day turn-around time since going into “In Review.” We were ecstatic to have been able to pull this off just in time for PopCon. We released the game immediately ($2.99) and waited a few hours to see it finally show up in the App Store app. We told a bunch of friends and family, but didn’t send out any other communication yet. The bigger email to our mailing list would be sent out tomorrow.
June 26 – June 28, 2015
We showed Furdemption off to a whole lot of people at PopCon. YouTubers markiplier, Wade, Bob, and Jacksepticeye were at the convention, which seemed to be the main attraction for most of the attendees. I remember seeing people’s eyes avert right over our table to look at the line that they were soon to be standing in just to get an autograph from these guys. They took all the attention away from everything else at the convention for sure. Most of the people who stopped by to play didn’t seem like they were looking for games, and we had to politely yell at a lot of people to get their attention to come over to our table. We’ve learned its OK to be a little aggressive to coax people to come to our table. We didn’t have a big flashy booth so we had to really be outgoing.
We were able to meet a bunch of other indie game developers so it was good to grow our network and to see what kind of things people were working on. It made me really want to go to PC or console, because those systems seem to attract more people than mobile games. A lot of people had Androids as well so they wouldn’t be able to buy the game. We were able to get 78 email sign ups to our mailing list, mostly because of our random prize drawings that we do. We also had our game streamed on twitch.tv by phonecats
, which we hooked up to one of our monitors to display in place of our looping trailer we had on. It was a lot more interesting than seeing static content, and we started a relationship with an awesome internet personality.
There was also a $10,000 prize given to the winner of the Reboot Indie Games Award. We were nominated, but didn’t get to be a finalist. The finalists were Relativity by Willy Chyr, Crashlands by Butterscotch Shenanigans, and Battle Chef Brigade by Trinket Studios (they won.)
370 copies of Furdemption sold over the release weekend. Our rank was around #27 on paid puzzle games at its height, before dropping completely off the charts.
July 1, 2015
We did a lot of marketing the last couple days. Lots of tweeting, emails, and TouchArcade posts. We got a nomination for Touch Arcade Forum’s Game of The Week!
July 2, 2015
We’re in first for the Touch Arcade Forum’s Game of The Week so far, with only another day to go. Gamezebo published a nice review on Furdemption and we were included on a Best Games of June list by CNET.
Later in the day, a friend of ours notified us that we were on Apple’s Best New Games list on the front page of the Featured section! This happened around 5pm EDT so we don’t know when it got there in the first place, but this was so awesome to see.
July 3, 2015
Just looked at our sales from yesterday. 343 copies sold! One day on the featured list brought us almost as many sales as the whole release weekend. We get a whole week on there and July 4 is tomorrow so we’re hoping a lot of people have a lot of free time to play mobile games 🙂 Our rank shot up to #16 on paid puzzle games.
We got reviewed by TouchArcade. Not only did we get reviewed, but we got a 5-star review
! Can’t wait to see how this affects sales, although it’ll be hard to tell since tomorrow is Independence Day and we’re already expecting a bump in sales. It looks like our rank got up to #9 on paid puzzle games at its height after this.
July 4, 2015
We got a lot more nice 5-star reviews, and they’re starting to come in from outside the US as well! Only downer was that we also got our first 3-star and 1-star review, presumably because of the game’s performance on older devices. We never tested on an iPad 3 so we never saw the issues in the first place, but we’ll be getting a device and making it playable for it.
Current sales so far (~2,580 in 10 days):
July 7, 2015
iTunesConnect is telling us we’ve had 3.91K downloads. We’re pleased with our results so far, but we really think Furdemption can go even further! Anyways, I just checked Flurry to see the number of users we have right now. It’s telling us that we have 9.38K users – weird. Flurry also tells us that there’s around 170 users who might be using more than one device. If we take away 0.17K users from 9.38K users, we have 9.21K unique users. 3.91K purchases for 9.21K unique users means 5.30K users have the game without buying it… Pirates! 57.5% of our players have pirated Furdemption so far.
July 9, 2015
Our time in the best new games has ended unfortunately, but we’re featured in the number 1 spot in the puzzle category!
July 15, 2015
We started a small ad campaign on Facebook just to test the waters and see if we could actually get clicks from people. We made two identical campaigns that targeted two different age groups, 13-25 and 26-35. We gave ourselves a budget of $50.
July 16, 2015
We’re still in the #1 spot for Best New Games in the Puzzle category, and just got featured in the 15 Cutest Games list that appears on the top banner of the Feature page. 148Apps gave us a bad review
. We’re getting close to 6K units sold. We also have almost 1 M views on the app store, with about a 0.6% conversion rate to buy. Our free app Yukon Warrior has about a 12.7% conversion rate to downloads.
July 27, 2015
The Facebook ad campaign ended with about 29K people reached. We got a few likes on the ad video and Furdemption page. We spent about $36 on the campaign so we would’ve had to sell about 20 copies of the game to cover the cost of the campaign. Since we don’t have the app side of the facebook ads SDK hooked up, we can’t tell exactly how many people actually installed the game. These small numbers also makes it hard to see if daily sales numbers were affected. I highly doubt it was worth it.
August 3, 2015
Been busy working on the first update to Furdemption! Featured in the the Mind Games category in the 15th slot under “Popular Puzzlers”. Getting a steady 30-40 downloads a day. We’re still featured in many countries under various categories. Our ranking is pretty low, we aren’t getting the volume required to stay up in the charts. We’re very appreciative that Apple is continuing to feature Furdemption!
We’ve been featured in the “Amazing Apps for iPhone” campaign. We’re one of the many apps in that circle of apps. We were listed under more to explore at the bottom of the page in the 11th position.
Review distribution is holding strong in the US with 170 total ratings. The US sells 5 times more apps than the next country – Germany.
Since release we’ve sold 7,500 copies of Furdemption.
August 12, 2015
67% off pricing begins as part of an Apple promotion.
August 13, 2015
We got 436 sales at the $0.99 price point yesterday. We thought the price drop alone would bring more attention to the game, but it was a good start to the sale anyway. We released our Widow’s Den update to the App Store and the Handpicked Apps & Games promotion started. The timing for an update was bad because our reviews were cleared and didn’t update until a few days later. Reviews have a big impact on downloads!
August 14, 2015
730 downloads half a day of the promotion. We were near the end of the list (13? maybe) in our category.
August 15, 2015
1,059 downloads yesterday! Not a bad day. We noticed that Apple hasn’t put up our ratings and reviews yet although we have data to say it’s been rated at least 100 times. It’s going to hurt us since people are a lot more likely to buy a game that has a 5-star review than one that doesn’t have anything shown.
September 6, 2015
Sales have tapered off significantly, but we look forward to the release of our sequel.
Here are the sales graph and reviews to date:
June 25, 2016, 1 year update
Its been a year since Furdemption has been released, so we want to share how the year went. Keep in mind there are a lot of variables that come into play. We’ve had several price changes, even going free for a short time. The release of King Rabbit in March also gave us a bit of a sales boost. As you can see just by the numbers, the free route has been much more successful financially overall. King Rabbit being free gives us a lot more exposure for Furdemption, which makes makes our long-tail stronger.