[In this reprinted article from The Game Bakers' official blog, indie developer and Game Bakers co-founder Emeric Thoa looks at trends and sales data from the iTunes App Store to dispel some myths about indie development on iOS.]
Eighteen months ago, when I left Ubisoft to start an independent game studio and focus on making my own games, I looked online a bit to get an idea of how much income I could expect to make as an indie.
At Ubisoft I used to work on big AAA console games, and I had some figures in mind, but I knew they wouldn’t be relevant for my new life: $20M budgets, teams of 200 hundred people, 3 million sales at $70 per unit... I knew being an indie developer would be completely different, but I had very little information about how different it would be.
Angry Birds had taken off, Plants vs. Zombies was already a model, Doodle Jump was a good example of success, and soon after I started my “indie” life, Cut the Rope was selling a million copies a week. But except for what I call the “jackpots,” there were very few public stories or numbers on the web, and this meant we were a bit in the dark when we started SQUIDS.
I have been tracking figures since then, and I’m writing this article to share what I’ve learned with my fellow indie dev buddies who might be in the same position I was, a year and a half ago.
The App Store myths
In this article, I will present all of the postmortems and figures I’ve found interesting, and I will also explain how SQUIDS fits into the overall picture. But first, I would like to quickly give my opinion on few of the App Store myths you may believe if you’re not an experienced iOS developer. There are plenty of ways to view the App Store, but my point is that you might be a bit surprised by what the App Store really means in terms of money.
Myth #1: There are so many iPhones and iPads out there that any decent game can make you rich.
This is an easy mistake to make when you try to do the math with your dev buddy during a coffee break. “Okay, there are 200 million users on the App Store. You just need to reach 0.1% of them with a $1 app and you’ll make $200k!”
My warnings:

1) The more games you make, the more money you’ll earn from one game.
Meaning experience matters.

2) 80% of devs earn 3% of the revenues.
Meaning there are about 20% of developers who can earn a living from their games, and 1% of them have a very nice car.
What about SQUIDS?
Taking risks to reduce the element of chance
Our strategy with SQUIDS was super bold. We would spend more to develop it than Angry Birds, and earn less. That was the plan.
We would also spend more than Tiny Wings and earn less. We knew that and we aimed for that from the beginning. But what we wanted was to remove the “lottery” factor. The strategy was pretty simple:
- A lot of iOS users don’t have a credit card. Think kids and teenagers with iPods, for instance. They just download free apps.
- 88 % of games downloaded are free. And when people say that Angry Birds has reached 200 million downloads, remember that this includes their Lite and Free versions. (I won’t cover freemium models in this post, but don’t expect freemium to be easy, either.)
- Never forget Apple’s 30% cut. $200k = $140k in real life.
- 2 salaries x 6 months
- A freelance contractor for sound design
- A trip to GDC or some other event to meet journalists
- Hardware to work on (a new computer, or a hard drive, or an iPad)
- Some software licenses, because software devs need to earn a living, too
- Maybe a website or a Dropbox account
- You’ll do the QA yourself? All right then…
- They showcase games that match up with their main audience (meaning a good educational product for iPad has more chance of being featured than the 2412th endless runner game)
- They showcase games that will sell more devices and use their latest features (if you can use the new iOS 6 feature, good for you)
- They showcase games that come from reliable developers / publishers (if you previously published a millions-grossing app on iOS, good for you)
- They showcase games from people they know personally (because even in 2012, real life relationships help you trust people)
- iPad version released 2 years after the critically acclaimed PC/WiiWare versions
- Released at $10, then dropped to $5, where it had more revenues at than it had at 10$
- Got featured by Apple. Sold 125k in its first month (iPad only!). Comparatively, the best month on WiiWare was 68k copies, and 97k on Steam.
- Recently hit the one million download mark on the App Store (iOS+Mac)
- Freemium game from the successful brothers who made Pocket Frogs
- 1 million download in 4 days
- 2.6% of users buy iAP
- 500k sold in one week
- Had a 500k user database that received a newsletter at launch
- Not really related, but the same devs also have a successful app called camera+ that reached 3 million sales, and they revealed that being the #3 paid app in the US means around $30k / day. We learn here that being In the Top 10 means around $15k / day.
- 14 reviews, all were good
- 22 user ratings, all 5 stars
- 452 sales in 8 days, grossing a total of $292
- N&N featuring led to about 6500 sales in 10 days
- 82,000 downloads on Day One when featured by Free App A Day, sold 500 when turned back to “paid” after a 5-day promotion (normal sales are about 50 a day).
- By Christmas 2011, including downloads from free promotion, Hard Line had 258k downloads.
- 4,000 sales ($0.99) from Sept 2010 to August 2011. Highest one-day sales: 160 at launch
- 56k downloads during the free promotion period
- Reviewed by Touch Arcade and PocketGamer
- 249 sales during launch week
- 2-3 sales a day after launch week
- Reviewed by TouchArcade
- Featured in New & Noteworthy on iPad. Made around 1,400 sales a day for two days
- Peaked at #21 overall in US iPad
- Sold around 700/day during the first 20 days, then fell to 100/day
- Cost $32k to develop, sold for $4.99 at launch
- Reviewed by Kotaku
- Highest downloads peaked at launch day, then fell to fewer than 10/day. 131 copies sold during the first 24 days.
- $182 grossed after 20 days
- Made $21k in 8 months from April 2009 to January 2010
- Added iAPs and free version and made $30k in one month
- Average income is $1500 a week
- Released in December 2009 with no buzz
- $50/day during launch week, then dropped
- N&N feature made the sales climb to $80/day, then back down to $10
- iPad launch gave sales a small boost, then they fell again
- Added ads: makes about $4/day (44918 requests, 946 impressions, so about a 2% conversion rate)
- Android version makes $5/day
- 14k copies sold in one year, grossing $10k
- Reached #1 free with free promotion and had 233,124 download in one day. Then reached 1.1 million downloads.
- The day after the successful free promotion, they made $600.
- Featured by Apple
- Made around $70k in sales, mainly at $0.99
- Main success in Europe, only 9% in the US
- 23% of players were on pirated versions as of August 2010
- Being featured by Apple has a great impact on downloads
- Being covered by big sites like Touch Arcade has a strong impact
- Being featured by sites like Free App a Day can lead to an incredible number of downloads that don’t translate into big sales right afterward (the impact on your game’s reputation remains unclear)
- Free promotions might make your ratings go down because you reach a lot of players who might not be your target


- Make a high quality game with a big scope (we knew it would be expensive, but this would differentiate us from the average $0.99 iOS game).
- Target a “soft gamer” audience. People who were playing casual games but wanted a little more depth than Angry Birds. The next step in iPhone gaming, basically.
- Create a community, and big user base of real fans who would help to build the brand. This meant going with a low price point despite the game’s scope.
- Make it multiplatform. Because the game would be high quality with a big scope, we could then make it multiplatform and release it on iOS, PC, Mac, Android, PSN, XBLA, and so on.
- Released in March 2011 and had generated $150k in income by August
- Development costs were around $100k
- Appearing first in “New & Noteworthy” earned them $6000/day sales, but these quickly felt back to less than $1000/day
- SQUIDS was developed in 10 months and released October 11, 2011. At the time of this writing, it’s spent 92 days on the App Store.
- The core team of 6 people is scattered all over the world, but the head office is in France. Several freelance guys helped (audio, animation, story), and we worked with a QA company as well.
- SQUIDS’ lead iOS version cost more than $100k to develop.
- We put a lot of effort into marketing and PR, including traveling to GamesCom in Germany and PAX in Seattle, making two trailers, and hiring PR reps and a community manager. Total marketing / PR budget around $30k.
- SQUIDS was reviewed by more than 200 sites and blogs at launch. Almost all reviews are excellent except for three that are unfortunately some of the main websites (Touch Arcade, Edge, and Slide to Play). Touch Arcade and Edge liked the game but felt there was a problem in our in-App Purchase design.
- We currently have 5-star ratings from a crazy 84% of users (1,373 5-stars out of 1,634 ratings total). We have had only one complaint about the iAP model in all 1,634 ratings.
- We were featured in New & Noteworthy for 2 weeks. Our biggest grossing day scored over $6,000 with the app priced at $0.99.
- SQUIDS was the #1 paid app in France for 7 days. This translates to about 1,700 downloads per day. Best rank in the US was #33, which grossed a little more than #1 in France (D’oh!). SQUIDS ranked #1 in the RPG category in 51 stores, including the USA.
- SQUIDS grossed nearly $75k in its first month, with nearly 100k downloads, then fell off the charts with all the big Thanksgiving promotions and Christmas releases.
- iAPs represent about 10% of the revenue. These were designed to be shortcuts for players who didn’t want to replay the levels to earn stars that give virtual currency; the iAPs were not designed to be the revenue model.
- We launched an update to Universal on December 2, alongside Infinity Blade 2. (No fear!) Even though we did beat IB2 on the iPad’s French store, this only made a very small sales impact and brought in about $1,500 the week of launch.
- SQUIDS is localized into 7 languages (EFIGS + Chinese, Japanese, Russian)
- We have had a wonderful support from fans who keep writing great reviews and sending nice emails. Thank you guys!