How much Money does my Free Mobile Game Make?

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too long; didn't watch:

The game got 150,000 downloads

In the first 3 weeks he made $926 with reward ads.

Then he released a big update with lots of bugfixes and improvements, and also an "unlock everything" in-app purchase.

5 weeks later the game made $2.234 through ads and $215 through the in-app purchase.

👍︎︎ 11 👤︎︎ u/PhilippTheProgrammer 📅︎︎ Aug 04 2020 🗫︎ replies

Obligatory not my video, credit to Sam Hogan.

👍︎︎ 3 👤︎︎ u/AMemoryofEternity 📅︎︎ Aug 04 2020 🗫︎ replies

The only thing you don't mention is development time, so I am wondering how long it took to make this game.

👍︎︎ 3 👤︎︎ u/MysteryGM 📅︎︎ Aug 04 2020 🗫︎ replies

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👍︎︎ 1 👤︎︎ u/AutoModerator 📅︎︎ Aug 04 2020 🗫︎ replies

what was the most revenue from ads ? android or iPhone?

👍︎︎ 1 👤︎︎ u/umen 📅︎︎ Aug 05 2020 🗫︎ replies
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i recently made this mobile game called stick with it today we're going to take a look at the revenue some statistics and how i saved the game from becoming a complete failure so the game is free and you can play it without seeing any advertisements wait what then how does it make money good question there are ads in the game but they're rewarded video ads with rewarded videos a player has the option to watch one and they'll get something in return like an extra life or in-game currency incentivized ads like this tend to give a pretty good player experience when compared to other monetization options that is as long as you're not playing this game stick with it is a rage platformer thing where you jump around and stick to stuff it's really difficult and you can easily lose a ton of progress at any point what i did was add this undo move button that surprisingly lets you undo your last move but you have to watch a 30 second video ad so i had this completely original idea to share exactly how much my game has made so far it's been out for almost two months let's first take a look at the revenue in the initial three weeks in that time the game somehow got about 150 000 downloads across ios and android and it made around 926 dollars after the initial release along with the video i posted about the game it peaked at a hundred dollars on june 7th and then continued to decline eventually hitting 12 on june 26th so yeah you'd think this would just kind of keep going towards zero but on june 27th something amazing happened not really i just released the first update so uh let's see what i did this is the unity game engine which is what i use to make my games usually for updates developers will fix any bugs that have been found but luckily i'm an amazing programmer and my games never have any bugs [Music] oh so i got to work fixing stuff like this and this and yeah after an entire day of debugging everything is working sorta good enough okay with the game not completely broken anymore let's tackle the next issue the game is not fun no i'm serious even with the changes i made in the last video it's still way too difficult and not very many people have actually finished the game so along with the impossible and hard modes i decided to add a normal mode the plan is that you'll be able to aim exactly where the players should jump instead of having to time a moving arrow i tried out a few different control types like a joystick and a weird momentum based dragging thing and eventually settled on a swipe joystick combination but this is still a rage game and just so it's not too much fun i added a few more spikes and obstacles to the new normal mode now there was a lot of confusion on how the checkpoint system worked and that was because of my bad game design so i added a map screen that shows the checkpoints you've reached and lets you switch between game modes right the number one suggestion for the game was to add more skins so let's make some [Music] now there are some amazing new characters like square guy lemon and a blue circle let me just steal this character select screen real quick and there we go now players have something more incremental to work toward instead of just sort of trying to get to the end of the map and finally i wanted to experiment with in-app purchases so basically you'll just be able to pay one or two dollars to unlock all the skins in the game [Music] stick with it is actually the ninth mobile game i've published over the last 6 years a lot of my other games did not get many downloads and made basically no money at all [Music] by the way i'm not really trying to promote these games they're actually pretty bad so please don't play them especially color combined you know what now no one has to suffer through that one all of the initial traffic for stick with it came from the videos i posted on the game's development so this time it was a little different and the game stood more of a chance at competing with the million other games on the app store now let's take a look at how the stick with it update affected the game's so here are those first three weeks we saw before and here are the next three weeks so yeah improving the game with bug fixes a more accessible game mode and incremental rewards led to higher player engagement which ended up having an impact on the game's revenue on june 27th the android update was put out and about a week later after getting rejected three times the ios update was released on july 6th and here it's hitting about 90 per day in total the game's made about 2 400 most of that is from ads and about 150 from in-app purchases this number is actually before apple and google take their 30 cut so yeah thank you so much to everyone for playing the game undoing a few moves and uh unlocking skins this is way more than i expected for this game yeah how about some more stats the arp dow is the average revenue per daily active user so it's basically a measure of how effectively your game is monetized the median arp dow is around two cents and as you can see mine was around two or three tenths of a cent and then after the update went out it jumped up to about a cent so yeah this shows that my monetization strategy wasn't so terrible just uh the game itself was well i mean it still is but less terrible i guess the ecpm is the amount of revenue the developer receives per 1000 ad impressions so on average for every 1000 ads that are played i will get 2.68 cents and there have been over 800 000 total impressions i'm now realizing how boring these stats are so uh [Music] you
Info
Channel: Sam Hogan
Views: 3,575,945
Rating: 4.959475 out of 5
Keywords: game development, gamedev, unity game dev, indie dev, learning unity, unity3d, unity game development in 24 hours, c# game engine, online game development, creating a game app, learning game development, software developer, video game development software, unity developer, game development software, unity game development, game revenue, mobile app development, app analytics, app developers, mobile ad network, in app advertising, mobile app advertising, game monetization
Id: 3s5UUUFKq20
Channel Id: undefined
Length: 8min 26sec (506 seconds)
Published: Sun Aug 02 2020
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