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Made $250k in 16 months - first game ever - AMA

Discussion in 'Mobile Marketing' started by yakuzaemme, Jun 5, 2019.

  1. rankblaster

    rankblaster Newbie

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    wow amazing result , 150K Profit Really Cool Bro.
     
  2. AestheticHustler

    AestheticHustler Registered Member

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    And I assume your impressions aren't your reach.. what is your reach? How many people have seen your ads? :)
     
  3. yakuzaemme

    yakuzaemme Jr. VIP Jr. VIP Premium Member

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    Appodeal. Really easy set up and great support.

    Impressions are Ad Impressions, not unique. I'm not sure to be honest how to get unique ad impressions.
     
  4. slickbrick

    slickbrick Junior Member

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    Congrats!

    You seem like a very smart entrepreneur.

    What's your usual process behind an investment? Do you have a specific system to research and determine market fit?
     
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  5. imustbebored

    imustbebored Jr. VIP Jr. VIP

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    I highly recommend you look into why your in app purchases are performing so terribly. With the majority of apps that I run, I can tell you that your in app purchases should be your highest earner. It's all about psychology and showing prompts for purchases at the best times. With an install base that high and only $7k from IAP, there is something seriously wrong with their implementation. You are leaving a massive amount of revenue on the table there. Get on that man!
     
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  6. royserpa

    royserpa Jr. VIP Jr. VIP

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    And dont forget to shave affiliates like hell to make a bigger fortune
     
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  7. yakuzaemme

    yakuzaemme Jr. VIP Jr. VIP Premium Member

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    You're right. I just checked the numbers now:

    Google Play: $3,400
    iOS: $6,000
    Sales*: $31.700

    The app was first paid with no ads, but later removed that. So the actual revenue of game is $250k, not $200k.

    But you're absolutely right, in-app purchases are low. Do you have any better insight or tips to do this?

    Appreciate it a lot!
    [​IMG]
     
  8. oscilay

    oscilay Power Member

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    Would you share the company who developed your game? I m looking for an app developer as well.
     
  9. yakuzaemme

    yakuzaemme Jr. VIP Jr. VIP Premium Member

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    Thanks man! I can't be of much help here - I usually go with gut feeling. Bare in mind I have a minimum of 30 failed projects in the suitcase, so it's all about trial and error - not fearing the losses but instead getting excited about every loss and every win. :)

    No, sorry. It's a swedish firm anyway. There's plenty good developers out there - I've actually posted a guide on my "blog" on how I find talented freelancers, check it out - might help you.
    Best of luck!
     
  10. yakuzaemme

    yakuzaemme Jr. VIP Jr. VIP Premium Member

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    Full-breakdown of revenue:

    Ads (iOS): $101,611
    Ads (Android): $101,346
    Sales (iOS): $31,700
    Sales (Android): $9,600 (90.977 Swedish Krona)
    In-App Purchases (iOS): $6,000
    In-App Purchases (Android): $3,400 (32.000 Swedish Krona)

    Total: $253,657.

    As someone pointed out earlier - In-App purchases are low. Sales is high because the app was paid at first, but later removed (after just 2 weeks).

    @Mod might want to change the thread title for accuracy, from $200,000 to $250,000.

    Screenshot:
    [​IMG]
     
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  11. WhiteDeal

    WhiteDeal Junior Member

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    Great journey :p but how much did it cost the first time to build the app? I'm not talking about your reinvestment after you saw your app has potential.
    &
    About the IApp-purchases are not always the highest earnings. Some games are just not to be meant to have a Ingame Shop. Tbh I think to get the perfect balance of a Item Shop to make it appealing to customers takes some time. Sometimes it takes several brains for that to get the best result ahaha
     
  12. Pigsy

    Pigsy Registered Member

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    You mentioned $150,000 was the profit in 16 months, plus you said it took around a year to develop, so is that 26 months total for the 150? Then on top you have very high taxes in Sweden of 60% (assuming you're keeping everything legal). Correct me if I'm wrong here (and I'm not trying to be a negative ass or anything), but that works out at around $60,000 real profit for 2+ years of work?

    Plus your risk/reward is also significant given you made an initial investment of $50,000 just to develop the game and I'm guessing also large investments in advertising before seeing a return?

    Again, not trying to be a dick, but I think it's important people realize that even when it works, the end result in your account isn't that much and it's also an extremely risky market to be involved in
     
  13. yakuzaemme

    yakuzaemme Jr. VIP Jr. VIP Premium Member

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    I didn't calculate the app sales/iap, so the total revenue is $250k, dev cost $40k, ads/translation roughly 15k.

    So $200k profit.

    It was 16 months since the app was published. Obviously there's a development time to it, but I don't think it's fair nor right to take that into account, especially when talking in terms of money - only the actual cost to develop it is factually important.

    Sweden does indeed have high taxes - but that only applies if you decide to take everything out in salary - which is just plain dumb.

    If I do 200k profit in a year, I'll pay 20% profit tax, leaving me with 160k, then dividence of that (20% tax) giving me $128.000 - so 36% of total amount paid in taxes.

    I don't know about you - but to me, even though I have other projects doing better - this has been one of the more successful ones. Profitable from the get go, all investments paid back within just a couple of weeks, very little management (couple of hours per week) and extremely little expenses ($500-1k/month marketing for ranking kws).

    I'm not sure why you think it's an extremely risky market to be in, please clarify if you could, very interested!


    Edit:
    Wanted to clarify re: the development time.

    Since only the programmers worked (and had got paid) during development period, I don't take that into account - especially since it's in the context of revenue. It's impossible for anyone to generate a single dollar without a product - so once the product is ready, the "timer" starts.

    Does that make sense?

    Edit2:
    Regarding taxes - above example was if you wanted everything out in your pocket. Most companies should (and do) keep money in their bank account, to which you only pay the 20% profit tax.

    And then use the money to invest in other projects or simply just spend on the company.

    Just wanted to clarify that I don't take all my project earnings in dividence, just to prevent any misunderstandings now or in the future :)
     
    Last edited: Jun 8, 2019
  14. Pigsy

    Pigsy Registered Member

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    Thank you for the clarifications and of course you have all the revenue going forward, which could be significant.

    I said risky for 2 reasons... Firstly, everyone knows the mobile app/gaming market is over-saturated and very competitive. There's an immense amount of competition. There are entire teams of veteran professionals out there constantly developing the latest apps/games and offering them for free. And secondly because to most people investing $40,000 in development would either be completely out the question to begin with or a large % of their financial portfolio. I just believe that for the majority of people this wouldn't be an option (developing a game like this), unless they did it themselves, or had some sort of special contact/way into the market already. And I could easily see a scenario where you would invest tens of thousands in development and see little to no return.

    Congratulations on your success though
     
  15. WhiteDeal

    WhiteDeal Junior Member

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    40k in development isn't much if you reinvest your monthly profit, I mean that's not completely crazy if he did it like that, most likely it was like this. Because of that I asked how much he invested at the beginning for creating the app, before the earnings began to roll in, but no comment from op
     
  16. yakuzaemme

    yakuzaemme Jr. VIP Jr. VIP Premium Member

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    I'm actually ready to disagree with you.

    Sure, there are tons of players in the market - but I would say it's far less competitive than web. Most of the competitors (even though they're big) has failed basic ASO, not to mention their inability to properly use social media, rank keywords and other free advertising.

    I even went as far as developing a realtime ad-chance script that analyzes and adjusts the chance of seeing ads depending on factors such as played levels, playtime and CTR to determine the most times you can show an ad to each device type and country. Most ad-heavy apps I see out there are either swamped in ads, making uninstall high - or too few ads and missing out in revenue.

    So in short; if you can think outside the box and go the extra mile, I would definitely recommend apps to others.

    Worth mentioning is another member of this forum also made a game app which reached over 200 mil downloads - and the team consisted of 3 'regular' people with a smaller budget than mine.
    Anything is possible if you're ready to hustle.
     
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  17. yakuzaemme

    yakuzaemme Jr. VIP Jr. VIP Premium Member

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    Sorry, I thought I had already answered that earlier. $40k development, and 10-15k towards other things (translation of app, store listings, initial ads and marketing).
     
  18. redarrow

    redarrow Elite Member

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    well done so is your future just games only as you got the talent to earn.(( now also a team to get the job done))

    once you see them figures there no going back your always fight for them 30k months now guessing.

    congrats on the new home .....

    has the game industry shocked you as opposed to web design in marketing

    just take 1 idea and take action and you can become very rich online .

    well done god bless
     
    Last edited: Jun 8, 2019
  19. yakuzaemme

    yakuzaemme Jr. VIP Jr. VIP Premium Member

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    Thanks! No, games is not my only focus ahead. No reason to put all eggs in one basket.

    Game industry has not 'shocked' me, but it was far more profitable than I first thought.
     
  20. tglr

    tglr Power Member

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    Might be slightly off topic, but have you ever looked into PC games, released on Steam? People seem to have no problem blowing their "steam wallet money" on games.

    Tack på förhand :)