![]() ![]() If Steam hadn't featured us at launch though, I don’t think we would have reached the critical mass that makes word-of-mouth effective… bringing me to the next point: marketing. Our initial release has a Metacritic rating of 68%, but after the changes we made for the Steam release, we got a 95% user approval rating from Steam players. Quality-wise this was an important decision. After the piracy story went viral in early 2012 and we had all the attention of the world (it felt like it anyway) we didn't actually do the smart business thing and rush the game on Steam but instead disappeared for over three months to polish the game based on feedback we’d received from our players. The reason Steam was such a strong release for us was primarily because Steam had us featured on the front page. Thanks players and press! You are amazing □ Sale Numbersġ,463 copies in 24 hours is pretty good for a first game on a platform but if you take into account our audience and if we compare this data to other platforms and to the amount of copies we have to sell to break even on the mobile version, it becomes more sobering. We couldn't have hoped for a better reception. It’s the perfect sort of game for mobile devices and there’s so much to do here all players owe it to themselves to check out this great port. The press also gave us great reviews, here is the 5-star review from Toucharcade: Seriously though, the only visible low rating was due to an issue where the game can crash on iPhone X – fair enough and sorry, we are investigating (if you have that issue, please try to logout of Game Center and then back in again or get in touch with us via email). ![]() On release day we got 86 ratings with a total rating of 4.8 stars, or as Game Dev Tycoon would say 10, 10, 10, 9 (thanks, All Games □). Players had a great time playing the game. Looking at our data however, and seeing that the actual users are in fact lower than the purchases, suggests that there is a piracy rate of 0%, which would be incredible. We did not repeat our piracy experiment because I don’t think we are legally allowed to publish an iOS game outside of the App Store, even if it were a joke version. (Release time 28th Nov, 6AM PST.) Data after 24 hours Piracy #Tavern tycoon potential android#(For Android players: Release on Android is scheduled for January!) After one day Here’s the data from our release day (one day delayed because of how the data is collected). ![]() This is in part so that other developers have more data to make decisions on, and also gives us a chance to talk more about the release, instead of only re-sharing positive coverage. We decided before the release that we would try to share sales data with the public after checking that this is allowed with our contact at Apple. ![]()
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