$2M a day from one mobile game you've never heard of.



$2 Million a day?!?

impossibru.jpg
 
Damn, I know the guy who made "Battleheart" made 1.5mil it's first year and it looks better than that game.

The guy who made battleheart made it with his wife, both of them artists, so it was straight profit.
 
I was thinking more along the lines of pricing, upsells etc...
In game purchases in the F2P model seems to be the most profitable with all the large publishers going that route. Google even offers an API for adding it to your game and handles everything.

The thing though is most sales go through the app stores or in game stores. The app can be found by various criteria and the developer likely has a site for the game with descriptions/video/screenshot.

And most games offer a free trial which directly makes the person's decision to buy or not. Whether another blog/site gave it raving review they either will like it from the demo/videos/screenshots or not.

One weird thing I found is there are no advertising networks for pc games or applications. I wanted to release a software tool free with some ads and there are none...
 
probably in-game payments for unlocking stuff.

Seems like the way to go. A good example of that is goodgame empires by the way. You can play it for free, but they slow you down just enough so you end up spending money. First a little, then more and more.

If anyone here ever launches I game I highly recommend checking their model out.
 
Seems like the way to go. A good example of that is goodgame empires by the way. You can play it for free, but they slow you down just enough so you end up spending money. First a little, then more and more.

If anyone here ever launches I game I highly recommend checking their model out.

Yeah, seems that's going to be the industry standard soon. Free/Cheap price to buy the game, then monetize with in-game upgrades etc.

Can see most console games going self hosted (cloud) and using that type of model too.
 
Cliffs on how they do it?
its a freemium
Ithink most users are from Japan. Its a crazy country, and markets there are totally different from what we're used to in the west.

Just one crazy example is Pachinko, with yearly turnover of $378 billion (wtf!!!!) which is more than the Japanese car manufacture market. Go figure...
 
Yeah, seems that's going to be the industry standard soon. Free/Cheap price to buy the game, then monetize with in-game upgrades etc.

Can see most console games going self hosted (cloud) and using that type of model too.

Same as why with crack and heroin dealers the first hit or few hits are always free.
 
its a freemium
Ithink most users are from Japan. Its a crazy country, and markets there are totally different from what we're used to in the west.

Just one crazy example is Pachinko, with yearly turnover of $378 billion (wtf!!!!) which is more than the Japanese car manufacture market. Go figure...

Damn... what do they sell? Used panties of blonde girls?
 
Damn... what do they sell? Used panties of blonde girls?

haha its on the border between gambling and arcade games. hard to explain really, and when you see a Pachinko hall, you still don't really understand wtf it is about.

Pachinko_gampling_hall.jpg
 
haha its on the border between gambling and arcade games. hard to explain really, and when you see a Pachinko hall, you still don't really understand wtf it is about.

Pachinko_gampling_hall.jpg
I stepped into one in Shinjuku recently and the smoke drove me out of the building before I could sit down and play. It's really interesting though because gambling is illegal; yet this is straight-up gambling with a round-about way of paying you off.

Americans would recognize the biz model of Pachinko as being closest to Skee-ball at your local arcade... You win tickets of some kind (usually the stell balls themselves) that you trade in for prizes around the corner... But somehow they've made this addictive enough (the prizes are nicer) to have trillions of pachinko parlors around the city, all packed full of adults 24/7.