Thanks for sharing the figures! It's good to get something 'real'.
Martin - 93 sales on the first day is awesome! I hope it continues for you, so that you can make more cool games
Thanks for sharing.
I would be curious to know how many OSX users even updated on Jan 6th
I was never prompted by the updated and finally did it myself around 10pm.
I don't think the numbers are too discouraging though.
Any one of your games at least stands a chance to be a standard download now though.
It least it's not as bad as iPad opening day.
I remember pouring my soul into getting my game ready for release only to find out that on opening day no one could even find my app.
Well according to Apple, http://www.apple.com/pr/library/2011...cappstore.html, there were 1 million downloads. Now how many of those were for free apps, and how many were for Angry Birds?
I'm glad you guys brought this up. I am curious, do sales level out and stay at consistent levels for a certain duration? Or do they hit a peak point and do a rapid drop within a short time period.
I mean I see you guys say predicted 5 sales, does that mean you predicted an average of 5 sales per day during the first month or so.
Units sold for us, all of these are $2.99:
128 Off-Road Velociraptor Safari
101 Crane Wars
13 Time Donkey
694 total units, $1,452 revenue after Apple's take.
Blush had a "new and noteworthy" placement, Crane Wars had a staff picks in the game section, and Raptor Safari appears to be climbing organically through word of mouth.
Honestly I only expected 2-3 sales per app per day. We were joking on Skype and IRC with some developers at the launch day when 4x4 Offroad Racing was #9 game of all sales apps that it means 5 sales because only a few people at that time did download the OS-X update and got the Mac app store app. That was the story behind the predicted 5 sales...
The good thing is about the Mac App Store: It's additional money on top of the iOS sales money!
> The good thing is about the Mac App Store: It's additional money on top of the iOS sales money!
To be fair, it's not free money. You have to pay Apple a separate $99/year fee. That may seem like peanuts now, but that's also how it was when the iOS App Store first appeared. The more time goes by, the more competition and the harder its going to be to make back that $99.
Measure twice, cut once, curse three or four times.
What happened to all that business about code signing and such for Unity projects?
Everything you need is covered here: http://technology.blurst.com/unity-g...mac-app-store/
Thank you very much. That other thread went on and on and I kind of became lost.
We did 622 StuntMANIA sales on the 6th @ $4.99 before Apples cut. That's with no additional help via N&N or Staff Picks.
Better than I expected considering its going to be a slowish take-up of user base for 10.6.6
Our real test will be when StuntMANIA Reloaded gets approved as its leaps and bounds better than StuntMANIA, but it's also going to sit at a higher price point.
Thanks for sharing everyone! I hope to join these posts soonish. Congrats to everyone for their day one sales!