ANDROID APPS Journey from 0$ to 3000$/month

The data on his journey looks promising. I hope we can see more developments soon.
Good luck on your journey.
 
Very unique idea, looks like your already having a nice bit of success with it as well. Android development isn't easy, I tried to learn it once and it's pretty damn hard honestly haha. Good luck mate. Can't wait to see some more progress!
 
Very unique idea, looks like your already having a nice bit of success with it as well. Android development isn't easy, I tried to learn it once and it's pretty damn hard honestly haha. Good luck mate. Can't wait to see some more progress!

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Today's screenshot, hope you like it. I have a lot to do before launching this app.
 
what is your marketing plan? and budget?
do you going to buy any reviews or installs or all whaithat only?

however what does your app is it a game?
 
This week I will launch a new app. I will post the details later on, and the screenshots of my daily earnings also.
 
I have always believed that In-App purchases are better than Ads for generating revenue. I would never click on an ad but hell yeah I am ready to pay 15$ to buy 10,000 coins.
 
Hey OP, any more updates? what happened you got banned or something? hmmm

Can you give us some tips about monetization? When it comes to app, the hardest part is to monetize it.
Thanks

I don't think its the hardest part I am not a dev but there are tons of ad networks for app monetization, I would reccomend airpush at first many people are very happy about it but don't forget to try out the other ones like revmob, aarki, charboost etc.
 
I have always believed that In-App purchases are better than Ads for generating revenue. I would never click on an ad but hell yeah I am ready to pay 15$ to buy 10,000 coins.

Definitely agreed. Ad revenue certainly has its place, but IAP (in-app purchases) are extremely powerful when done right. Here's a screenshot of my last payment from Google Play. No way this happens with ad revenue.

Plus, it's getting harder and harder on Play to be aggressive with ads. Those days largely went away with Google's terms changes late last year. Went downhill fast after that. Unless you have massive distribution and a very sticky app, direct in-app revenue is the quickest way to good money, imo.

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Definitely agreed. Ad revenue certainly has its place, but IAP (in-app purchases) are extremely powerful when done right. Here's a screenshot of my last payment from Google Play. No way this happens with ad revenue.

Plus, it's getting harder and harder on Play to be aggressive with ads. Those days largely went away with Google's terms changes late last year. Went downhill fast after that. Unless you have massive distribution and a very sticky app, direct in-app revenue is the quickest way to good money, imo.

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If you don't mind me asking, how many apps did it take to generate that? Also, I'm going through udemy courses learning web programming. How tough is the transition from web programming to apps?

Thanks!
 
Upload more pictures of your application, so we can get better idea, if you can.
 
If you don't mind me asking, how many apps did it take to generate that? Also, I'm going through udemy courses learning web programming. How tough is the transition from web programming to apps?

Thanks!

That happens to be one app. I've been screwed enough times by Google, that I tend to keep just 1 or 2 apps in each developer account.

I won't reveal too much about that app, other than to say it's not a game. Games are good for ad revenue... but only when they're actually good enough to engage. This is a utility app. I've found that's a much easier path to revenue than games. And it works well with in-app purchases.

It always surprises me how much effort people put into creating the next Angry Birds, but that's like having a business plan of investing in lottery tickets, imo. Utilities are more stable and predictable. At least in my experience (which is rather extensive).
 
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That happens to be one app. I've been screwed enough times by Google, that I tend to keep just 1 or 2 apps in each developer account.

I won't reveal too much about that app, other than to say it's not a game. Games are good for ad revenue... but only when they're actually good enough to engage. This is a utility app. I've found that's a much easier path to revenue than games. And it works well with in-app purchases.

It always surprises me ho much effort people put into creating the next Angry Birds, but that's like having a business plan of investing in lottery tickets, imo. Utilities are more stable and predictable. At least in my experience (which is rather extensive).
+1 to this. Also I believe games are great for Flipping.
 
That happens to be one app. I've been screwed enough times by Google, that I tend to keep just 1 or 2 apps in each developer account.

I won't reveal too much about that app, other than to say it's not a game. Games are good for ad revenue... but only when they're actually good enough to engage. This is a utility app. I've found that's a much easier path to revenue than games. And it works well with in-app purchases.

It always surprises me ho much effort people put into creating the next Angry Birds, but that's like having a business plan of investing in lottery tickets, imo. Utilities are more stable and predictable. At least in my experience (which is rather extensive).


I would imagine the the market for utility apps is a lot less competitive. Also, developing a game would take a lot more time.
 
I would imagine the the market for utility apps is a lot less competitive. Also, developing a game would take a lot more time.

The upside to games, is there are all kinds of knock-off apps you can purchase cheaply. Also, you can generally hire devs to quickly knock off a well-known game. So there is something to them.

The flip side is, even when that strategy works, the life span of games tends to be short. Unless you've got a legit Clash of Clans on your hands, it's a get in, hit it hard with ads, and get out. So game clones is a reasonable market to do small numbers.

But ads don't work unless you have eyeballs. And that means engagement and continued game play. And most games just don't have that kind of stickiness.

It used to be that I could just focus on getting an install on the device (and games worked well for that). Then I could put AirPush or StartApp in there and make money whether the user was engaged in my app, or not.

But those days are pretty much over. Google's pushing app developers to a space where if the user isn't actively engaged with your app, you're not going to be able to monetize it. Apple's been in that space from day 1.

So now it's more important than ever to have an app that can be monetized, even with limited engagement. For me, that means utility apps as opposed to games. And it also means I've largely removed ads in my apps. I can make so much more by having smart placement of in-app purchases, and cross-promotion for other apps of mine.

That's just my opinion... but it does seem to me like most people trying to go the games w/ advertising route are probably trying to make an outdated model work. Google killed that pretty dead at the end of last year.

*Note* That doesn't mean it won't work. Everything works to some extent. There are still people killing it using that method. My friend still brings in $20k+ each month using that model... but he's also got 5,000,000+ installs working for him. It's just that it's a harder game to play today than a year ago. It's not where I would start, and it's not where I would focus my resources.
 
thanks for the share. BTW could you give me ways to tutorials except videos cause i feel a bit easy with the written ones.
 
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