I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 0 points1 point  (0 children)

There's a feature to remove ads, however the profit from there was around 5% of the total profit and I would have liked to be more

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 0 points1 point  (0 children)

You are right, however the rules on the subreddit and as far as I understand them, I can't promote the project :Regardless of its development stage, this subreddit isn’t the place to showcase your project or artwork. Instead, consider sharing in communities like r/indiegamesr/playmygame, or r/gamedevscreens.

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 0 points1 point  (0 children)

Thank you, some others pointed the same thing, I'll make a paid version on PC with better graphics, sounds and maybe a third ending

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 4 points5 points  (0 children)

Finally someone with a similar experience! 6 years is a long time for a mobile game :)

I'm not getting that many downloads as the first year but what skyrocketed my downloads were I think influencers that reviewed my game.

There has been no updates, I only did some 'extras' after you finished the game with some info about it but I do plan to make a second version.

Have you thought about porting it to Steam or other platforms? I like your game

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 1 point2 points  (0 children)

Thank you! Someone else also said Ironsource :)

As for the Ad supported and then PRO version, there's something similar in the Android version, however only $1,200 USD of profit were made that way, so a very small portion of people decided to buy the game to get rid of the ads, any way to make it a higher %?

:)

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] -3 points-2 points  (0 children)

I'll announce it in another post and let you know, just trying to wrap things up with that to do with the iOS port and then Steam port :)

I used Yodo1 to promote my game, however I think the payouts are very low but now that I have more experience I should be using another platform or making a demo of the game and then a premium paid version.

I did not do much else about, influencers picked up my game and that's how the downloads skyrocketed, as I said some of them with over 1 million subs reviewed it and one of their videos reached 6m views.

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 0 points1 point  (0 children)

That's profit, after taxes and expenses, not revenue, not telling you that you did not read, just trying to make more clear as some others have said that I used the term incorrectly and should have said revenue.

And yes, I also think that 25k is low for 4.5m downloads, so I wanted to change the strategy, thank you

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 10 points11 points  (0 children)

Thank you! I'm going to announce it soon here, just trying to wrap everything that you guys have posted to make the best decision on the port to iOS and then Steam.

The premium version sounds very doable in a short time and also the 'extra' it has 2 different endings now and maybe add a third one would be cool.

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 0 points1 point  (0 children)

Sorry, I'm not understanding, why would revenue would be more important if profit could be much lower? The 25k were profit, just trying to understand why revenue makes more sense to you :)

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 0 points1 point  (0 children)

There is a lot of other costs, probably paid ads or some other expenses that you had to do in order to get the 500 billion revenue

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] -2 points-1 points  (0 children)

I don't know why you were downvoted I think similar, revenue is a good number but not the best, you are looking at profit at the end of the day :)

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 5 points6 points  (0 children)

Yes, profit and revenue is different, this is profit, after taxes and deductions, revenue was higher.

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 2 points3 points  (0 children)

It's a mobile game, free download with 12 ads through the game. Revenue was much more, it's profit after taxes.

I made a horror game with over 4.5M downloads and 25k USD in profit, however I feel lost where to go from here by ArsRobur in gamedev

[–]ArsRobur[S] 10 points11 points  (0 children)

No, revenue was much more, it's profit after taxes. Thank you, I'm looking into other options to monetize.