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Made it to the #1 game spot on the Mac App Store

Discussion in 'Made With Unity' started by capitalJmedia, Jun 4, 2012.

  1. capitalJmedia

    capitalJmedia

    Joined:
    Feb 10, 2011
    Posts:
    287
    I just wanted to thank everyone on this forum and the Unity community for all the help and encouragement over the past year. Our game has just been released on the Mac App Store and has reached the #1 game spot this weekend.

    http://bit.ly/battlefleet-mac

     
  2. hthth

    hthth

    Joined:
    Mar 21, 2012
    Posts:
    5
    Great news—an encouragement to all of us developing Unity-powered games. Congratulations! =)
     
    Last edited: Jun 4, 2012
  3. softwizz

    softwizz

    Joined:
    Mar 12, 2011
    Posts:
    794
    Congratulations, how does that translate into sales.
     
  4. capitalJmedia

    capitalJmedia

    Joined:
    Feb 10, 2011
    Posts:
    287
    Thanks! The sales are nothing spectacular, it's probably similar to reaching the top 25 games on the iPAd or the top 50 on the iPhone. Still, it's enough that a week of sales could keep you developing for a few months full time. I guess the Mac App store audience is much much smaller than iOS, but at the same time that means less competition. And the other top game (that is now back to being #1) looks like it was also developed with Unity. One of the top grossing games "Uberstrike" is also a Unity game.
     
  5. hthth

    hthth

    Joined:
    Mar 21, 2012
    Posts:
    5
    Not that much of an increase; wow, that comes as a major surprise to me. When you say enough to keep dev up for a few months—do you mean for one person, or for a team with x number of members?
     
  6. Games Unity

    Games Unity

    Joined:
    Apr 15, 2012
    Posts:
    27
    Congratulations, well done!
    Indeed the Unity community is very supportive.
     
  7. capitalJmedia

    capitalJmedia

    Joined:
    Feb 10, 2011
    Posts:
    287
    One person, possibly longer when fed with a 100% ramen noodle diet :)
     
  8. macdude2

    macdude2

    Joined:
    Sep 22, 2010
    Posts:
    645
    Is it illegal to say exactly how much you made or something? ;)
     
  9. capitalJmedia

    capitalJmedia

    Joined:
    Feb 10, 2011
    Posts:
    287
    nope, I would just rather not share sales figures.
     
  10. ironbelly

    ironbelly

    Joined:
    Dec 26, 2011
    Posts:
    593
    Are you also an Android? If so how have you noticed the sales there compared to apple? Is this your first released title? If not have you tried a free 2 play model as well, I'd be interested to see the difference in ARPU between f2p and pay 2 play. Was it just your game style that didn't work with f2p or ...? What was your motivation with going pay 2 play instead of f2p with microtransactions?
     
  11. TiG

    TiG

    Joined:
    Feb 28, 2011
    Posts:
    308
    Congratulations!
     
  12. capitalJmedia

    capitalJmedia

    Joined:
    Feb 10, 2011
    Posts:
    287
    Hi ironbelly,

    No, not on Android yet... with the unity Android pro license being $1500, it's something I'm avoiding at the moment.

    Yes, this is my first title, but originally released on iPad a year ago.

    No, haven't tried F2P with this game. At the time of the original release I was really new to development anyways and didn't want to try and learn the F2P game, and the amount of content available for the game doesn't warrant in-app purchases yet. Eventually I'm going to make a few mission packs that will be paid.