2 Months of Solipskier App Store Sales

Last post we broke down some of the game stats, but those are never as juicy as the $$$$! So here’s all the details on the revenue generated from Solipskier for the first two months. While we continue to make sales, it seems like most of our revenue has already been brought in (we think).

We are going to be releasing the Android version of Solipskier very shortly and we’re also planning some experiments on the App Store so perhaps Solipskier still has a few tricks up his sleeve after all. Anyway, here’s the goods:


16 Responses to 2 Months of Solipskier App Store Sales

  1. Inspiring, to say the least.

  2. Hey guys! Great writeup – thanks a lot for sharing your numbers and analysis! Would you mind to go a bit into detail how you prepared for the launch day?

  3. Thanks for this gents! Lots to learn from your experience… Solipskier’s got “tricks up his sleeve”, does that include ambidexterity? :)

  4. As a fellow indie game developer I just wanted to say THANK YOU very much for being generous enough to share all the gory details.

    Information that I would love to read about is a detailed article outlining exactly what steps you took to prepare for launch day. When did it begin? How did you get enough hype, buzz, momentum? Any advice for people who dream of following in your footsteps?

    Keep up the awesome work guys – you rock!

    • Mikengreg

      thanks dude! :)

      That’s a good question and I think it warrants a whole new post to be honest. But just for now, I think there were a few factors that were in our favor.

      1. Having a flash version that’s immediately playable for whoever wants to check it out. This was a big reason why we got featured and that is also most of the reason we got the hype/buzz that we did. We hide our in-progress games in plain sight under a secret URL so we can just toss it around whenever we want. It’s common practice. The important thing there though is that it’s Flash and everyone has Flash and so there are pretty much no barriers to entry for playing the game. If we were making a game that required install, .dlls and etc. then it’d be pretty hard for people to try our game out. This is essentially what happened when our game found its way over to someone at Apple and was played and praised in a really short amount of time. Make it easy to get your game into people’s hands and don’t make them jump through hoops.

      2. Also, getting featured is sort of a lucky thing. But I think it’s also a factor of reaching and exceeding a baseline of quality that Apple is looking for. If you make a good enough game (polish is very much a part of this) then your chances are greatly increased.

      3. Twitter/facebook integration really skyrocketed on launch. We have a fair amount of followers on twitter (mike and i personally as well) so when we launched we simply tweeted a couple times and that was it. The rest took care of itself. Kongregate put us up on hot new games, and our twitter/facebook stuff was through the roof. Upwards of 20 tweets an hour or something about solipskier. Maybe more.

      4. All of our press/buzz and etc. was completely independent of anything we pursued. There are a couple funny stories here but basically none of the avenues we explored to get press actually amounted to anything. the press followed the buzz of the players/app store and flash game. Social media… haha :) I do have some general philosophies on “social media.” The first of those being that i hate the phrase “social media.”

      As for general advice, and anything further, that sounds like material for a new post. :)

      -greg

  5. Wow, good stuff, thanks for sharing! This kind of transparency really helps aspiring indie devs like us :)

  6. Big congrats, inspiring stuff but uh… in a way a bit depressing too, I don’t want to do iPhone games but I feel like I’m stupid if I’m not even attempting to. We’re discussing this post at my discussion board, come by if you like :)

    • Mikengreg

      Hey marcus! :)

      Hmm, I understand what you mean but Solipskier presented itself as a near perfect translation to a touch screen device. We were pressured nearly constantly to get into the iPhone market but we knew that wouldn’t be smart if we didn’t have something that actually warranted it. I think it’s easy to look at successes like ours and others and feel like you’re missing out but I feel strongly that the game design should come first from an honest place and then the platform can be decided based on that initial design.

      For Solipskier it was a no-brainer. Let the games decide which platform fits them, not the other way around. At least that’s how we think of it… :)

      -greg

  7. MaeK

    congrats… but you should probably try a $.99 sale… that would definitely boost your numbers (;

  8. What did you do to get featured on first day?

  9. Thanks for the post Greg! As always thanks for putting out great stats for us indie game developers! :-)

  10. juks

    Your designer is awesome, coding part too !

    Do we have a release date for Android ?

  11. Kris

    Also it looks like the highest-bidding site had some heavy restrictions… no?

    By the way you guys are awesome :D

  12. anton

    Really great game.

    The transparency in your posts is a total inspiration and adds to the play experience. Thanks and keep up the great work.

  13. John I.G.

    I’m currently a game design student, and trying to figure out some of the ins and outs of the business side, and this article has been extremely enlightening.

    I do have a question about the bidding situations. From what I understand “Primary Liscence” means the general flash game that can get distributed across the web will have their logos in it, and you can still sell secondary site-locked liscences.

    Are Primary + Secondary liscences a useful advantage in your experience, and if so how have you been able to take advantage of it?

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