Sales/Downloads

2456710

Comments

  • MightyRabbitMightyRabbit Posts: 108Member
    Akbar - We've got time split pretty well right now. I've been handling design and production on B&C which gives me time to branch SMRPG to other platforms (the other 6 of us are only working on B&C). OUYA has been great for press and word of mouth, and we do believe the platform will continue to grow. Team OUYA have been the most supportive platform holders yet, so we're quite happy with the experience so far. Sales would be nice, though. :)

    Piers - Awesome to hear we've got a new fan! I think right now one of the big factors on our sales is gamers downloading tons of games at once. They haven't had time to devote to a lengthy game like SMRPG yet. I think we'll hit a better stride down the road as people settle in with their consoles.
  • MountainSheepMountainSheep Posts: 18Member

    Latest Ice Rage stats:

    May 1st: 15 (today's numbers are still being counted)

    April 30th: 61

    April 29th: 53

    April 28th: 88

    April 27th: 143

    April 26th: 141

    April 25th: 110


    2211 downloads and 17 sales in total.

  • aXonaXon Posts: 21Member
    Syder Arcade

    Downloads:

    2013-05-01 1
    2013-04-30 3
    2013-04-29 2
    2013-04-28 1
    2013-04-27 7
    2013-04-26 26
    2013-04-25 15
    2013-04-24 11
    2013-04-23 17
    2013-04-22 13
    2013-04-21 15
    2013-04-20 15
    2013-04-19 18
    2013-04-18 20
    2013-04-17 6
    2013-04-16 2
    2013-04-15 3
    2013-04-14 20
    2013-04-13 26
    2013-04-12 22
    2013-04-11 22
    2013-04-10 21
    2013-04-09 11
    2013-04-08 29
    2013-04-07 16
    2013-04-06 22
    2013-04-05 31
    2013-04-04 27
    2013-04-03 5
    2013-04-02 9
    2013-04-01 3
    2013-03-31 3
    2013-03-30 8
    2013-03-29 20
    2013-03-28 4

    Total: 474

    Sales: 4 

    LOL
  • orangepascalorangepascal Posts: 29Member
    Gunslugs stats:

    downloads: 1203
    sales: 11  (upgrades to the full version of the game)

    hoping/guessing things get more interesting after the June release
  • ShielsShiels Posts: 119Member
    Red has about 663 downloads so far... hoping this picks up soon.
  • kankikanki Posts: 62Member
    Our multiplayer dogfight game Multispace has been downloaded 256 times so far, and 0 persons have bought Content Pack from the In-App store.


  • greenbitegreenbite Posts: 18Member
    "Maze City" and "Space Sokoban" combined downloads : 856
    PURCHASES : No data to report

    I think something is wrong because when I buy my games with my own account of developer them charge it to my the bank account but do not appear in the summary of sales.

    In fact, I can attach the mail confirming the purchase:

    *********************************************************
    Hi greenbite,

    You bought the following via your OUYA console:

     1 x Space Sokoban: SPACE SOKOBAN FULL GAME $0.99 USD

    Total: $0.99 USD

    ------

    Invoice #: 14942620510

    All sales are final, no refunds.

    Any applicable sales tax or VAT is included in final sale price.

    If you see a problem with this invoice please contact OUYA support: [email protected]
    *********************************************************

    I propose that someone buy my game Space Sokoban or Maze City and I will buy their game to see if it reflects something in our download reports.



  • IgmonIgmon Posts: 3Member
    If it makes you guys feel better, Abbigale and The Monster hasn't broke 100 downloads yet! :P

    73 downloads total since March.
  • existexist Posts: 19Member
    Total downloads since 3/28 for Command Crisis: Callsign is 871. No purchases, but that makes sense since I haven't added IAP to upgrade to the full version yet...
  • raftraft Posts: 19Member
    Sky Maze is downloaded less than 50. What is more weird is, my server logs has less than 10 records. I even suspected games in sandbox has no internet access and asked support for that.

    So the missing 80% downloaded the game but did not run it?! Doesn't make any sense!
  • TassosNoDensetsuTassosNoDensetsu Posts: 11Member
    edited May 2013
    Here are the downloads for our game, Shuttle Rush


    30/04/2013 - 1
    29/04/2013 - 1
    28/04/2013 - 5
    27/04/2013 - 7
    26/04/2013 - 28
    25/04/2013 - 25
    24/04/2013 - 26
    23/04/2013 - 28
    22/04/2013 - 24
    21/04/2013 - 27
    20/04/2013 - 26
    19/04/2013 - 29
    18/04/2013 - 64
    17/04/2013 - 34
    16/04/2013 - 52
    15/04/2013 - 37
    14/04/2013 - 61
    13/04/2013 - 65
    12/04/2013 - 69
    11/04/2013 - 71
    10/04/2013 - 32
    09/04/2013 - 26
    08/04/2013 - 25
    07/04/2013 - 16
    06/04/2013 - 20
    05/04/2013 - 26
    04/04/2013 - 28
    03/04/2013 - 7
    02/04/2013 - 4
    01/04/2013 - 2
    31/03/2013 - 5
    30/03/2013 - 5
    29/03/2013 - 17
    28/03/2013 - 4

    So A total of 897 download so far
    Post edited by TassosNoDensetsu on
  • bluecollarartbluecollarart Posts: 75Member
    greenbite said:
    "Maze City" and "Space Sokoban" combined downloads : 856
    PURCHASES : No data to report

    I think something is wrong because when I buy my games with my own account of developer them charge it to my the bank account but do not appear in the summary of sales.

    In fact, I can attach the mail confirming the purchase:

    *********************************************************
    Hi greenbite,

    You bought the following via your OUYA console:

     1 x Space Sokoban: SPACE SOKOBAN FULL GAME $0.99 USD

    Total: $0.99 USD

    ------

    Invoice #: 14942620510

    All sales are final, no refunds.

    Any applicable sales tax or VAT is included in final sale price.

    If you see a problem with this invoice please contact OUYA support: [email protected]
    *********************************************************

    I propose that someone buy my game Space Sokoban or Maze City and I will buy their game to see if it reflects something in our download reports.



    That's really strange, greenbite. OUYA said developers don't get charged for their own games.

    Are you sure the e-mail wasn't just an error? Were you actually charged money, or did you just get that e-mail?
  • CoconutIslandCoconutIsland Posts: 1Member

    Here is the sales reprot of One Tap Hero

    DATE          DOWNLOADS

    May 1, 2013

    23

    Apr 30, 2013

    3

    Apr 30, 2013

    20

    Apr 29, 2013

    2

    Apr 29, 2013

    1

    Apr 28, 2013

    2

    Apr 27, 2013

    6

    Apr 26, 2013

    7

    Apr 24, 2013

    3

    Apr 22, 2013

    3

    Apr 21, 2013

    2

    Apr 19, 2013

    1

    Apr 16, 2013

    1

    Apr 15, 2013

    2

    Apr 14, 2013

    2

    Apr 12, 2013

    1

    Apr 11, 2013

    3

    Apr 10, 2013

    2

    Apr 8, 2013

    3

    Apr 7, 2013

    3

    Apr 6, 2013

    3

    Apr 5, 2013

    7

    Apr 4, 2013

    8

    Apr 3, 2013

    2

    Apr 2, 2013

    3

    Apr 1, 2013

    2

    Mar 31, 2013

    2

    Mar 30, 2013

    2

    Mar 29, 2013

    1

    Mar 28, 2013

    1

    Hope we can get more downloads later.

  • DeliriumDelirium Posts: 7Member
    hi, we are Delirium Studios, developers of Kinito Ninja, our sales are so poor, only 7, and the downloads aprox are about 410. 
    we hope in june, change the numbers for the good health of ouya.


  • Headup_GamesHeadup_Games Posts: 15Member
    Hi Guys,

    Our Multiplayer-battle-game Sci-Fighters (released on 11th April) has now about 40 downloads and no In-App-Donations done (it's a pay-if-you-like model).. Numbers are increasing a bit since the last 3 days, but beeing only in "Sandbox"-category is pretty tough at the moment.
  • Glenn_BaconGlenn_Bacon Posts: 37Member
    After seeing these stats I now don't feel as bad.  Things will most likely pick up when more OUYAs are in the wild, well hopefully.  Here's my stats:

    Super Daddio 2 (available on launch)
    Release: March 28
    Downloads: 1284
    Sales: 0

    Mad Monkeys
    Release: April 2
    Downloads: 21
    Sales: 0
  • anordfelthanordfelth Posts: 5Member
    edited May 2013
    Hey,

    Our game, King of the Hill, has been available since launch, and we've had about 500 downloads (one IAP) thus far. We just got out of the sandbox, so we'll hopefully see some better progress as we approach the June release.
    Post edited by anordfelth on
    9Volt Software Sweden
  • zylchzylch Posts: 4Member
    Here's all the public data put into a spreadsheet:

    Thank you to each developer who has released data to help make this possible.
  • MightyRabbitMightyRabbit Posts: 108Member
    Saturday Morning RPG is up to 397 downloads with 8 sales. 2% conversion rate is holding steady. At a purchase price of $5.99, we're at $48 total. Downloads and sales are finally showing an upward trend, though - which definitely means more people are getting their hands on OUYAs. I think we'll see some decent numbers in June.

    If anything, being on OUYA has done wonders for awareness of our game. No matter where sales go, I'm happy to be on the platform.
  • MightyRabbitMightyRabbit Posts: 108Member
    I'd really like to see the numbers for the SNES emulator - I'm curious if they're making a lot of money as I think most people are using the OUYA for emulation. I'd also like to hear how Stalagflight and Final Fantasy III are doing - it's unlikely we will ever hear anything about FF3, though.
  • zylchzylch Posts: 4Member
    Updated the entry, thanks for keeping the data up to date.
  • AkbarBitcoinsAkbarBitcoins Posts: 18Member
    Saturday Morning RPG is up to 397 downloads with 8 sales. 2% conversion rate is holding steady. At a purchase price of $5.99, we're at $48 total. Downloads and sales are finally showing an upward trend, though - which definitely means more people are getting their hands on OUYAs. I think we'll see some decent numbers in June.

    If anything, being on OUYA has done wonders for awareness of our game. No matter where sales go, I'm happy to be on the platform.
    If 40% of the userbase downloads your game, you'd see 24k downloads.  With a 2% conversion rate, you'd sell about 480 copies.  And the 40% downloading your game seems...optimistic.  Good luck, but it doesn't sound like you're going to get a ROI.
  • MightyRabbitMightyRabbit Posts: 108Member
    Saturday Morning RPG is up to 397 downloads with 8 sales. 2% conversion rate is holding steady. At a purchase price of $5.99, we're at $48 total. Downloads and sales are finally showing an upward trend, though - which definitely means more people are getting their hands on OUYAs. I think we'll see some decent numbers in June.

    If anything, being on OUYA has done wonders for awareness of our game. No matter where sales go, I'm happy to be on the platform.
    If 40% of the userbase downloads your game, you'd see 24k downloads.  With a 2% conversion rate, you'd sell about 480 copies.  And the 40% downloading your game seems...optimistic.  Good luck, but it doesn't sound like you're going to get a ROI.
    Yeah, you're right on the money - we're not expecting to make any kind of financial gain; however, the OUYA got us on several websites and got us into a second issue of GamesTM. I love being in print magazines, so I'm counting that as a win. :)

    I also still think over a period of 5 years sales will trickle in enough to make the month of work worth it financially. I'm guessing there is going to be at least 100,000 - 200,000 additional units coming through preorders, plus even more hitting retailers. Even if the console isn't a smash hit all those consoles from retailers will eventually find homes. That puts the total userbase at ~200k - 400k. It's possible we can squeeze some good sales out of that.
  • HicsyHicsy Posts: 177Member
    @zylch thanks, interesting read. I will love to see how those will change at the end of June!
    Can't find aapt.exe? Temp fix: Copy another one from 'android_sdk/build-tools/17.0.0' back to your 'platform-tools'
           -=Hicsy=-
    PM me        Facebook

  • MightyRabbitMightyRabbit Posts: 108Member
    Up to 432 downloads now with 9 sales. Sales are definitely rolling in much more frequently than last month - I'm really excited to see how June goes.
  • bluecollarartbluecollarart Posts: 75Member
    edited May 2013
    I think the download numbers are inflated, and the sale conversion rate is actually higher than it seems.

    I saw this comment from OUYA staff and they mentioned that the download numbers you guys get are counting downloads from PC web browsers, like this site: http://www.totalouya.com/apps-and-games/

    There are two stores like that online. The first one went up April 4th, and the second on the 7th. Just look at Zylch's sales database: link When those stores went up, so did total downloads. By a lot. But you can't make purchases without an OUYA, so the sales numbers didn't go up with them.

    What this means is that you're selling better than you think you are. MightyRabbit, that 2% conversion rate may be quite a few times higher.

    Does this match up with what you devs have seen? Did your download per day spike up on April 4th, and stay much higher?

    Gunslugs stats:

    downloads: 1203
    sales: 11  (upgrades to the full version of the game)

    hoping/guessing things get more interesting after the June release
    You've had a lot of downloads, so you'd have decent data; did you see a big download increase on April 4th as well?
    Post edited by bluecollarart on
  • efroemlingefroemling Posts: 45Member

    Does this match up with what you devs have seen? Did your download per day spike up on April 4th, and stay much higher?

    Interesting data point from my end that kinda lines up with that theory:

    According to OUYA analytics I've had 288 downloads so far for BombSquad
    ..however my score/news server which gets pinged every time someone launches the game has seen 143 unique OUYAs.. so a pretty substantial amount of those downloads are either web servers or folks who've downloaded but havn't launched the game yet.. so it seems that inflating one's observed conversion rate may be reasonable..
  • HicsyHicsy Posts: 177Member
    Well I have had downloads die on me several times already (I fear a train-wreck if the servers are not highly amped-up before launch) and don't forget they forgot to implement update support, so to update an .APK you have to uninstall and redownload.

     Then theres the various android communities who are probably toying with .APKs on other devices etc

    I think many of you have the right idea: using your own methods to check actual installs on OUYA vs sales. It's just a shame there is no good way to confirm if purchases were successful etc for tracking consumeables etc
    Can't find aapt.exe? Temp fix: Copy another one from 'android_sdk/build-tools/17.0.0' back to your 'platform-tools'
           -=Hicsy=-
    PM me        Facebook

  • AMAdevAMAdev Posts: 2Member
    Hello all,

    We have 4 titles launched on OUYA: Escape, Puzzle 2 HD, Pix'n Love Rush and MiniSquadron.
    These are the downloads so far:
    Escape 64
    MiniSquadron 55
    Pix'n Love Rush 154
    Puzzle 2HD 155

    We believe that the numbers will increase significantly after the official launch, but we recommend you all anyway to try our games :)

    Good luck all :)
  • zylchzylch Posts: 4Member

    Does this match up with what you devs have seen? Did your download per day spike up on April 4th, and stay much higher?

    Interesting data point from my end that kinda lines up with that theory:

    According to OUYA analytics I've had 288 downloads so far for BombSquad
    ..however my score/news server which gets pinged every time someone launches the game has seen 143 unique OUYAs.. so a pretty substantial amount of those downloads are either web servers or folks who've downloaded but havn't launched the game yet.. so it seems that inflating one's observed conversion rate may be reasonable..
    I've added a note to the spreadsheet that mentions this problem. In the interest of having the numbers come from the same source I'll be going with 288 for BombSquad. The numbers from AMAdev have been added as well. Thank you all for providing data and keeping things up to date.
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