Breakout Ninja Launch
Breakout Ninja’s success was obviously a big surprise to me. I figured it’d likely do a bit better than Monkeyrama, but this was very unexpected. The original plan was to release it, get the few thousand downloads and be done with it. Obviously now I’m very enthusiastic about releasing the next update!
If you haven’t downloaded it yet, do so now
As with my previous games, I wanted to share the numbers and details behind the first week, as I believe this is something that interests at least many indie devs and can be learnt from, to some extent.
LAUNCH METRICS (First Week)
- 650K+ downloads
- $1.1K+ revenue (uncut) from IAPs (No Ads IAP, conversion ~0.08%)
- $23K+ ad revenue (~$18 avg. eCPM)
- 4.5/5 average rating
- Featured in multiple countries, most meaningful US #7 New Games We Love
- Download chart achievements
- Top5 Games in 12 countries, including US
- Top10 Games in 30 countries, including Canada, Australia, Germany
- Top100 Games in 110 countries, including UK and what have you
The game has been covered on multiple media outlets such as Touch Arcade, Pocket Gamer, 148Apps and Cult of Mac (see links at the bottom).
Yesterday Apple again updated their featuring spots (happens every Thursday) and it seems Breakout Ninja has vanished from all lists. It will be very interesting to see how the current chart positions behave in a scenario like this; whether the game comes crashing down instantly, and if not, how long of a tail does it get. Will make another post about this within a few weeks.
Another positive surprise arose from all of Ninja’s success; the implementation of my cross-promotion to my other games seemed to have work well. Before Breakout Ninja, Space Bang and Monkeyrama downloads had dropped to 10-50 per day. Within the last week they’ve been downloaded about 10K times together, and have made about a fifth of the revenue that they had made in their entire lifetimes. So, cross promotion definitely pays off to some extent!