Sales Life cycle
MagoNicolas
Member, PRO Posts: 2,090
Hello There!
Would like to hear you experience With Sales Life Cycle.
Can you tell us, how much did your Game sales maintain constant?
When (Since release) the sales start to go down.
How was the first month (If you don't want to give sales numbers just Assume a base of 100 to tell your experience.)
For example, My new game, e-Pig, has sold.
Day 1: 13
Day 2: 48
Day 3: 55
And would like to ESTIMATE (I Know app Store is Unpredicatble) how will be the first 1 or 3 month.
Thanks!
Would like to hear you experience With Sales Life Cycle.
Can you tell us, how much did your Game sales maintain constant?
When (Since release) the sales start to go down.
How was the first month (If you don't want to give sales numbers just Assume a base of 100 to tell your experience.)
For example, My new game, e-Pig, has sold.
Day 1: 13
Day 2: 48
Day 3: 55
And would like to ESTIMATE (I Know app Store is Unpredicatble) how will be the first 1 or 3 month.
Thanks!
Comments
It's hard to say really. Every game has been "slightly" different for us.
The figures you have above are not at all out of the ordinary. In fact, if you can maintain those figures for a few weeks, I'd call that a slight success.
An average game for us, seems to do around 100 for the first couple of days, slowly dropping off over the week, until after 7 days or so, it sits into it's 1-15 a day groove that most games/apps seem to have.
Some games do a bit better in those first few days, but we have also seen some do worse too.
The app store is a massive gamble.
For every game that does well, there are thousands that to very averagely, and evern more thousands that do pretty bad.
Of course, if you can get onto the N&N, that always helps sales, but it's one of those processes that no one really seems to understand )
Seriously, sales can vary for numerous reasons, and there is no predicting how well an app will do and for how long.
Good luck as you have a great game there!