Sales/Downloads

1356710

Comments

  • MightyRabbitMightyRabbit Posts: 108Member
    edited May 2013
    One week later and we're now up to 16 purchases and 1,018 downloads. Unfortunately, while our downloads are up our conversion rate is down. Overall, we're averaging about two purchase per day - which is pretty good compared to last month. I can definitely tell that the Kickstarter units are finally reaching backers.

    One more purchase and we'll cross into the $100 range for revenue!
    :-bd
    Post edited by MightyRabbit on
  • HicsyHicsy Posts: 177Member
    haha cool thanks for the updates :-)
    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

  • MountainSheepMountainSheep Posts: 18Member
    The latest Ice Rage download and purchase charts:
    imageimage
  • MightyRabbitMightyRabbit Posts: 108Member
    We're now at 24 sales with 1,751 downloads. We're closing in on $150 now, which is about a quarter of our dev kit investment. I'm hoping we can make that all back by the end of July. Don't know how unreasonable that expectation might be, haha.
  • TassosNoDensetsuTassosNoDensetsu Posts: 11Member
    We've just reached 1000 downloads for our game, Shuttle Rush :)
  • Headup_GamesHeadup_Games Posts: 15Member
    We are now listed in some better categories with Sci-Fighters since a couple of days and downloads were really boosted because of this. Before that we had about 6 downloads a day and now we have reached the first day with 100 downloads! Average of the last week is about 70. Total downloads now reached 1000 - first donations were also made (until now a total of about 10$).

  • MightyRabbitMightyRabbit Posts: 108Member
    We're at 41 purchases now - which puts us pretty close to recouping the first half of our dev kit. I'm very much looking forward to seeing what effect the retail launch has on sales.
  • DeliriumDelirium Posts: 7Member
    we have doubled the downloads in a week. 1000 to 2000 in 7 days
  • iSlandFaceiSlandFace Posts: 39Member
    Anyone else noticing weirdness with the download stats? The last few days it seems that the downloads just stop coming in and I don't get even close to my average download number.
  • MightyRabbitMightyRabbit Posts: 108Member
    edited June 2013
    Seems like there is lots of boosted downloads - is anyone noticing an improvement in sales? There hasn't been much new data here in the last few weeks. I'm really just curious to see if there is any runaway hits yet - and in general I'd like to know if people are buying things in a higher capacity than my sales seem to indicate.
    Post edited by MightyRabbit on
  • OverpoweredGamesOverpoweredGames Posts: 79Member
    edited June 2013
    First 3 days for FishMoto:
    12
    28
    30 (today so far)

    Two purchases total

    Still in sandbox.  Last I checked, it had -1 upvotes.. so that was depressing lol. Didn't even know that was possible..
    Post edited by OverpoweredGames on
    Developer behind FishMoto | facebook.com/OverpoweredGames
  • MightyRabbitMightyRabbit Posts: 108Member
    As depressing as it is, a 3.33% conversion rate is pretty good going by the sales spreadsheet. You should be out of the sandbox quickly. :)
  • raftraft Posts: 19Member
    Are there any way to see that votes without an actual console? 
  • ShielsShiels Posts: 119Member
    edited June 2013
    Close to 2000 downloads and only 11 sales of RED so far - kinda worried that there is something buggy with it, because most people like RED.

    Hopefully things pick up with the two-player update.

    Anyone willing to give it a download?
    Post edited by Shiels on
  • OverpoweredGamesOverpoweredGames Posts: 79Member
    raft said:
    Are there any way to see that votes without an actual console? 
    Not that I'm aware
    Developer behind FishMoto | facebook.com/OverpoweredGames
  • MightyRabbitMightyRabbit Posts: 108Member
    You can see likes on http://www.ouyawebstore.com/

    When I was testing IAP integration a few weeks after launch it seemed like purchases were failing 4/5 times - it's very likely that some users are giving up.

    Saturday Morning RPG is now up to 53 purchases (@$5.99) with ~5,000 downloads. I haven't tallied the download count recently because it depresses me every time I see the conversion rate. :(

    I'm still happy that we seem to be receiving at least one purchase per day. The situation is much better than it was throughout April.
  • stolkstolk Posts: 119Member
    The Little Crane That Could is a staff pick now, and so far has totalled:
    56 purchases from 3678 downloads.
    This is a 1.5% conversion rate, by far the lowest on any platform.
    The same game does typically 5% or so on stores like Amazon, Google Play and Apple App Store.
    By far the best day for me was june 7 with 413 downloads.
    On the start of this year, I set myself a modest goal of 30K OUYA downloads in 2013.
    With the launch still to come, I think this is very achievable, so apart from the conversion, I am satisfied so far. Especially since my game made it out of sandbox, and into staff picks.
  • hypercanestudioshypercanestudios Posts: 126Member
    Can anyone explain these download metrics?
    Rage Runner,com.hypercanestudios.ragerunner,1.2.1,2013-06-13,199
    Rage Runner,com.hypercanestudios.ragerunner,1.3.0,2013-06-13,1
    Rage Runner,com.hypercanestudios.ragerunner,1.3.1,2013-06-13,133

    How are people downloading a version of our game that is 2 releases old?
  • OverpoweredGamesOverpoweredGames Posts: 79Member
    edited June 2013
    Can anyone explain these download metrics?
    Rage Runner,com.hypercanestudios.ragerunner,1.2.1,2013-06-13,199
    Rage Runner,com.hypercanestudios.ragerunner,1.3.0,2013-06-13,1
    Rage Runner,com.hypercanestudios.ragerunner,1.3.1,2013-06-13,133

    How are people downloading a version of our game that is 2 releases old?
    My only guess is one of those online web databases cataloging ouya games.  On the console, with the most recent update, it should notify them of the update.  
    Post edited by OverpoweredGames on
    Developer behind FishMoto | facebook.com/OverpoweredGames
  • DreamwriterDreamwriter Posts: 768Member
    edited June 2013
    I wouldn't expect it to be the external store sites, I doubt that many people are using those these days.  They were big at first because of the experimentation factor, but nowadays I'm sure people have satisfied their curiosity about games that require joysticks and can't be bought
    Post edited by Dreamwriter on
  • ShielsShiels Posts: 119Member
    OK, so we jumped up to 16 so far... maybe E3 had some effect :L
  • OverpoweredGamesOverpoweredGames Posts: 79Member
    edited June 2013
    Update for FishMoto, still in Sandbox though last I checked I have more upvotes than the other games there

    Total Downloads
    248
    Total Sales
    3
    Days Out
    7
    Post edited by OverpoweredGames on
    Developer behind FishMoto | facebook.com/OverpoweredGames
  • OverpoweredGamesOverpoweredGames Posts: 79Member
    edited June 2013
    image

    I got bored a couple nights ago and made a little program to parse sales data (provided by Ouya as csv) into a graph and calculate some simple statistics.  Really primitive (graph doesn't have labels etc) -- didn't spend much time with it, but I figure others might find it useful and I've included the source if anybody wants to take it further. 

    Git source(built in Unity): https://github.com/JTown-/OuyaSalesParser


    Haven't tested on Windows/Linux -- might have to tweak directory strings in source.  

    To use: 

    1. Download the sales.csv and downloads.csv files from ouya's developer portal and place
    them next to the executable in OS X (haven't tested in Windows/Linux).  Make sure the files are their original names.  

    2. Run the program.  

    3. It will ask for your upvote count and then you click 'execute' and it will build your graph, save a screenshot, and close.  

    edit: You'll also want to edit the release date inside Parser.cs to reflect your game.  If you have multiple games, I think it'll just combine their totals for each day instead of tracking them separately.  Edit name of screenshot files in Grapher.cs. If you get more than a few sales a day, you'll probably want to edit the y height of the sales line graph.  
    Post edited by OverpoweredGames on
    Developer behind FishMoto | facebook.com/OverpoweredGames
  • SyracaSyraca Posts: 12Member
    Okay, so i've been keeping tabs on this thread as well as the thread on here:


    but the numbers are really really really depressing. 

    I've definitely also noticed a spike in downloads of my game, Phoenix Revival - 1.3k downloads last Thursday alone. these past couple of days our download numbers have dropped a lot though. However, we have only 1 purchase (the one i did to test out my transaction).

    my in-app purchase is only $1.99 but i'm surprised there are no payments on that yet, because it's so cheap and gives such a huge boost to the game experience. 

    But now i'm concerned because i've been reading that ppl are having problems purchasing. Is there anyone willing to trade purchases ? I'd be willing to purchase your in-app if you are willing to purchase mine. email or direct message me on here plz!

    Thanks,
    Syraca
  • BovineBovine Posts: 81Member
    Oh dear, well let's hope this picks up as if we're looking at 1% conversion rates then OUYA needs to ship abut a million units and everyone needs to download your game, just to start paying, say 6-12 months salary for one person (at $5 a pop, which many may consider quite high atm).  That or you're going to need crank out a game every 3 months.

    1 million consumers and everyone downloading your game and 7%, which is pretty high, at $5 is what... $350K. So that'd be a success, but the reality is that people are seeing maybe 10-20% of people downloading a popular game, so those numbers are anything probably more like 35-70K for a huge success and then you're back into needing to be a very small outfit and making 2+ games a year. I can live with that, but even so...

    I wonder, hmm first iPhone (which I think was sans the AppStore) allegedly sold 6.1 million units in 5 quarters. I guess that's not a huge amount really, but suggests that OUYA could struggle to get anywhere close being something like 1% the size of Apple.

    It could be a slow burn... let's hope the launch shifts a good deal at launch. The Wii U, reportedly doing very badly, has allegedly shipped 3.2 Million Units since hmm September.

    I think of OUYA could do as well in a year then it starts to become a viable platform I think, but if Wii U can struggle with a name like Nintendo on the box... ?

    Don't mean to be overly negative - I want this little beast to succeed, it's just a little worrying, but then, I guess we always knew there was no guaranteed market..  we're all here for Field of Dreams :D
  • ShielsShiels Posts: 119Member
    I believe the main problem is the need for all games to be free. It attaches little value to the experience of playing the game, and instead cheapens our work. TBH an upfront fee would be far more profitable.
  • OverpoweredGamesOverpoweredGames Posts: 79Member
    I think a lot of the early adopters are developers and people mostly interested in a box to run media and emulators.  Hopefully we'll notice a change (and influx of people) from the upcoming retail launch.  
    Developer behind FishMoto | facebook.com/OverpoweredGames
  • MightyRabbitMightyRabbit Posts: 108Member
    We also need to be doing a better job as developers to drive conversion rates. If you don't aggressively push your purchase, no one will buy it. We're going to implement something in our next update that will hopefully drive our conversion rate up to 3 - 5% or higher.
  • PiersPiers Posts: 680Member
    One thing I have noticed, not in any scientific way at all, is some games have difficult to find purchases.  Wish I could give a specific right now, but there are at least a few where it's just not clear how to buy the game and/or when I'll hit a pay wall etc.   
  • hypercanestudioshypercanestudios Posts: 126Member
    Piers said:
    One thing I have noticed, not in any scientific way at all, is some games have difficult to find purchases.  Wish I could give a specific right now, but there are at least a few where it's just not clear how to buy the game and/or when I'll hit a pay wall etc.   
    That's a really good point.
Sign In or Register to comment.