NimbleBit Numbers 2009

Introduction

Tis the season for retrospection, and NimbleBit will not go quietly into 2010. In our first “Numbers” article we tried to explain that in our experience, success on the App Store wasn’t strictly rags or riches. Seven months later I can still safely argue that there exists a comfortable and sustainable grey area between million dollar jackpots and ramen noodle dinners. As before we’re releasing the numbers for our games in the hopes that their analysis will be helpful to other indie developers. This numbers article will focus more on what worked in 2009, what mistakes we can learn from, and how we intend to keep the ball rolling in 2010. A quick primer on the makeup of NimbleBit (mobile): iPhone development has been a one man show for the most part, with most games being developed myself (Ian). Dave took a few breaks from developing Zero Gear for PC with Brian to collaborate with me on two of our games.

The NimbleBit Strategy

We’ve launched a dozen iPhone apps in our time on the App Store including some failed “lite” versions no longer available. We’ve learned from each one, and at this point I think our strategy on the App Store is pretty clear cut. Our broadest goal isn’t to cross our fingers for a top ten app, but to create NimbleFans. The NimbleFans are people who own multiple NimbleBit games, generally believe them to be worth more than $0.99, and most importantly, enjoy our games enough to show and tell others about them. The goal is to build a brand known for simple, fun, and polished games which are profitable as a group. With our integrated NimbleStore, every Scoops sale is a potential future Sky Burger, Textropolis, or Moon Drop sale. Every Freebie Friday download is a NimbleFan waiting to be born. With the right amount of quality games, cross-promotion, and exposure, a sustainable life away from the bustling top iTunes charts seems possible.

With the right amount of quality games, cross-promotion, and exposure, a sustainable life away from the bustling top iTunes charts seems possible.

The strategy for developing the actual games has also become clearer. We tend to stick to the following guidelines when developing a new game:

  • Sharp & Simple: The game should look great and the goal and controls should be instantly obvious.
  • Small Teams, Short Dev Times: Limiting a game to 1 or 2 developers and a month or less of dev time reduces risk while increasing relative profitability at the same time.
  • Mass Appeal: The game should have a reasonably wide audience. Who doesn’t like ice cream or burgers?


The NimbleStore

Our NimbleStore is the glue binding the pieces of our strategy together. Since its humble beginning in April 2009, the NimbleStore has seen:

  • 1,685,841 Pageviews
  • 1,206,766 Unique Visitors
  • 13,170 Game Sales
  • $2,372 in LinkShare revenue

We’re always trying to improve the usability of the NimbleStore and find new ways to drive traffic to it, both inside and outside our games. Most recently we’ve been using it to grow our new “NimbleList” mailing list, a newcomer to our marketing strategy. Lets take a closer look now at how our individual games performed in 2009. Included for each game are development resources and revenue (to date) per development man hour. This return per man hour is a function of a game’s revenue to date, and should only go up over time with the game’s total revenue barring any large updates requiring development hours.


Scoops

scoops-numbers
2008 may have been the year of “Hanoi” for NimbleBit, but 2009 was unquestionably the year of “Scoops”. I can’t thank my wife Gina enough for suggesting this game idea when I was trying to figure out what to make for my first “real” iPhone game. Scoops is certainly the main breadwinner, and while NimbleBit would still be profitable without it, I think we would only be hovering just above solvency. Over the last year I’ve had a lot of time to ponder the reasons why Scoops might have enjoyed such success. While some might be quick to assert that we just got lucky with Scoops, I think there is more to it. Scoops was jump-started to life when it was featured in the “What’s New” section of the App Store immediately following a 2 day free giveaway to revive slumping initial sales. While it only peaked at around the top #35 paid app, Scoops enjoyed stays in the top 100 games for months at a time. It has managed to stay in the top 3 Kids games for nearly its entire lifetime without any paid advertising. Whether its the playful tilt controls or the colorful graphics, there is something about Scoops that resonates with nearly everyone. Scoops spreads incredibly well by word of mouth. There are thousands of reviews on iTunes explaining how a friend showed them Scoops or they always pass it around to all their friends. At face value, I guess stacking ice cream or burgers up into the sky sounds like more fun to more people than spelling words, or landing lunar pods.

Textropolis

textropolis-numbers
Being a word game, Textropolis is somewhat of a niche game. Even without its mass appeal, Textropolis has been well received and has become somewhat of a cult classic. Not many word games offer persistent stress free gameplay that you can easily pick up and play for any length of time. Enough people have enjoyed Textropolis and asked for more that I just recently released Fishtropolis a matter of days ago.

Sky Burger

skyburger-numbers
The sequel to Scoops in Spirit, Sky Burger is our 2nd most popular game but falls far from the profitability of Scoops due to its longer development time and having more than one developer. Sky Burger is certainly a more complex game than Scoops which is why it took more manpower to develop. In the end we ended up with many requests for a simple “Scoops” mode in Sky Burger, so perhaps we violated our own “Keep it simple” rule.

Bluebird

bluebird-numbers
Bluebird was an experiment in rapid development times. From design to submission Bluebird took 4 days to make. Given enough time Bluebird ends up being profitable, but at the expense of overall quality and finish. Although it was a fun exercise, I think games of this caliber detract from the overall image of the NimbleBit brand.

Moon Drop

moondrop-numbers
Moon Drop fell way short of our expectations. With sharp graphics and cute little astronauts we thought we really had something special. All started well after launch, getting featured by Apple and climbing well into the top 100 paid apps. After a week or so however, sales plummeted back to earth, below most of our other games. In retrospect I think Moon Drop’s controls weren’t intuitive enough and the gameplay itself was too difficult. These issues combined with the narrower appeal of space might have been Moon Drop’s downfall.

Looking Forward

I may be biased, but I think NimbleBit has a bright future ahead it! We will continue hone our App Store strategy and create new NimbleFans by releasing new iPhone games as our total number of app downloads hits 2 million. Fitting the all but announced Apple Tablet into our development plans will be especially exciting, and the release of our PC game Zero Gear on Jan 12 could end up changing the bigger picture for NimbleBit in some way. All in all, I think every iPhone developer has an exciting year ahead of them!

App Classics and the Ultimate Freebie Friday

App Classis: The App Store's missing Hall of Fame

I’m proud to unveil App Classics, a new website cataloging the best all-time applications available for iPhone and iPod Touch. Intended as a resource to new owners and veteran users alike, visitors can browse shelves full of the highest rated and most popular apps in the history of the App Store. Behind the scenes, App Classics analyzes iTunes rating information to filter out and grade the truly classic apps. Each app is showcased with a screenshot, description, and video.

While some great apps get exposure through iTunes for a week or two after their launch, App Classics showcases quality apps that have withstood the test of time. To celebrate the launch of App Classics, we are taking the unprecedented step of offering up all six of our Apple featured paid games for free on Friday, October 9th!
Freebie Friday

Freebie Friday - Moon Drop edition

Freebie Friday!
September brings us another Freebie Friday! What better selection for this Freebie Friday than Moon Drop, which was recently featured by Apple! We’d like to thank all our fans who have been playing NimbleBit games on iPhone for over a year now. If you know a friend with an iPhone or iPod Touch who hasn’t been introduced to NimbleBit games, here is a golden opportunity, be sure to spread the NimbleWord to every iPhone owner you see this Labor Day weekend!

Scoops Free On National Ice Cream Day


In 1984 U.S. President Ronald Reagan declared the third Sunday in July to be National Ice Cream Day. Reagan recognized the popularity of ice cream in the United States and stated that this holiday should be observed with “appropriate ceremonies and activities.” NimbleBit is celebrating this tasty and refreshing holiday on Sunday, July 19th by giving away Scoops (regular price $1.99) for FREE.

Moon Drop Has Landed!

Moon Drop
After a 13 day stint in the app review queue, Moon Drop is now available on iTunes! Feedback so for has been positive and we look forward to any and all comments about the game. What are you waiting for? Get in the lunar landing control hot seat and start landing those colonists! If you haven’t seen the game yet, be sure to check out the Moon Drop page or go straight to iTunes!

Moon Drop Gameplay Video

We recently created a new gameplay video of our next title Moon Drop, due to be submitted to Apple by the end of the week. Check it out!
Moon Drop Gameplay Video

A preview of Moon Drop

Hey guys, wanted to show you a little preview of what we’ve been working on here at NimbleBit (when we’ve had the time). The video below shows and describes the gameplay. But for those who wish to read:

Your mission: Colonize the moon!
Guide ever-growing waves of lunar landing pods down to the surface of the moon to populate it with as many colonists as possible. Using your touch guidance system, maneuver the pods to the landing pad at a safe speed, only so many mistakes are allowed!

* Art and game play are NOT FINAL! *

Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Screenshot 5

NimbleBit Numbers

Introduction
Media coverage about iPhone development seems to be a bit bipolar. There is no shortage of stories covering the few big iPhone success stories - #1 apps that bring in hundreds of thousands of dollars for their developers. Lately there have also been a number of refreshing articles reminding everyone that the vast majority of iPhone developers don’t make enough to cover their costs. So who’s in the middle?

From the beginning, my goal (shared by NimbleBit as a whole) has been to earn enough to keep making fantastic games - not to get rich quick. It became apparent from the start that betting all your chips on a single game or app was a risky (increasingly so) strategy. Luckily casual games are a perfect fit for the iPhone, and I’ve been able to develop a polished casual game every month or so (sometimes with Dave’s help). While we have been fortunate with the success of Scoops (which never made it into the Top 25 Paid Apps) we still think building an entire family of quality games has many advantages. By using cross promotion you can build a brand name and build up a larger fan base. Success of individual games can also be shared by all to a certain extent. You can bring in fans of a particular title who have the potential to grow into cheerleaders for all of the rest of your games. This is certainly NOT an argument for pumping out shovelware. We try to make sure that every one of our games (6 so far) stand on their own and don’t consider them just more lottery tickets.

We’ve decided to release NimbleBit’s sales numbers as proof that it isn’t only rags or riches for small independent developers on the App Store. Hopefully it will give some hope to talented iPhone indies still struggling or waiting to take the plunge into iPhone development. It is my opinion that dedicated developers can survive on the App Store with minimal luck given the right approach and enough hard work.

The Numbers
We’ll start with a raw breakdown of each game. The “sales” numbers are total downloads of a game both free (during promotions) and paid. Most large figures are rounded to digestible whole amounts. The development time listed is a rough estimate and does not include time spent marketing, providing customer service, or developing updates. All revenue figures are after Apple’s cut, but before Uncle Sam’s. All figures are as of June 1st 2009.

Hanoi Plus
Hanoi Plus
Developers: 1
Development time: 3 weeks
Age: 10 months
Sales: 26,000
Rev. (to date): $13,500
Rev. (last month): $380


Scoops
Scoops
Developers: 1
Development time: 1 month
Age: 8 months
Sales: 170,000
Rev. (to date): $140,000
Rev. (last month): $19,000


Textropolis
Textropolis
Developers: 1
Development time: 1 month
Age: 4.5 months
Sales: 14,000
Rev. (to date): $18,500
Rev. (last month): $1,400


Kyper
Kyper
Developers: 2
Development time: 1 month
Age: 2 months
Sales: 14,000
Rev. (to date): $880
Rev. (last month): N/A (now free)


Sky Burger
Sky Burger
Developers: 2
Development time: 2 months
Age: 1.5 months
Sales: 56,500
Rev. (to date): $17,000
Rev. (last month): $11,400



Graphs
The resolution for some of these graphs gets pretty low in the earlier months, this is because I don’t have saved daily reports going back that far. Sharp dips are usually the result of setting a game to free for a short period.

App Revenue

App Revenue

We started tracking game launches with a news ticker in Sky Burger, in the last month it has been integrated into each of our games. Unfortunately we don’t currently differentiate which game the news ticker is being loaded from. We use the unobtrusive news ticker (usually on the main menu) to provide links to promotions we’re running, new games that have just launched, or just a friendly little message. You can see a large spike during our last Freebie Friday promotion.

NimbleBit game plays per day

NimbleBit game plays per day

Into each game we’ve also integrated a “NimbleStore” which allows players to browse all our games in a custom styled “App Store” launched in game (no kicking the player out to Safari). We track visitors to the NimbleStore using Google Analytics. You can see the same spike for the last Freebie Friday. Unfortunately we don’t currently track how many visitors follow links from the NimbleStore to the real App Store.

NimbleStore visitors per day

NimbleStore visitors per day


NimbleStore front page

NimbleStore front page


NimbleStore game detail page

NimbleStore game detail page

Conclusion
While we’ve had our moderate successes and failures alike, we still don’t have all the answers when it comes the the ever-evolving App Store. I’m certainly glad we kept going after our first game didn’t top the charts. Looking forward, the best advice we can give is to be passionate about what you’re creating, get involved in the iPhone community, and keep trying new things until you find something that works.

May Freebie Friday

Freebie Friday!
Anyone forget about Freebie Fridays? We have decided that the Freebie Friday for May should be Sky Burger! We’d like to thank all our fans who have been playing Sky Burger for over a month now, and we couldn’t continue without your support. If you know a friend with an iPhone or iPod Touch who hasn’t been introduced to NimbleBit games, here is a golden opportunity!

Don’t forget also, Textropolis is still on sale for 99 cents until Sunday!

Wonderful Word Games Week

Wonderful Word Games

I’m happy to announce NimbleBit’s involvement in the Wonderful Word Games Week, set to kick off tomorrow, May 22nd!

Six independent iPhone developers have joined together to bring you a smorgasbord of the most wonderful word games available on the iPhone™ App Store. Each game is just 99¢ for a limited time only, so load up your iPhone and tell your friends before the sale ends.

Textropolis joins 6 other word games from 5 other talented independent developers in a quest to give word buffs quite a bargain!

12Next » (19 total posts)