“Monthly” report November / December 2012

It’s another “bimonthly” report this time, summarizing both November and December. This time, I have two great things for you to report. But first of all:

Some words about my reports

I have been doing these reports now for quite a while, and I will of course continue writing them. But one minor thing is gonna change: I consider that the “numbers and diagrams images” are not the most important and interesting part of my reports. The “experiments” I perform and their results are much more interesting. So I will focus more on that part of my reports, instead of presenting you my monthly download numbers as graphical images. If there are any surprising things to happen with my numbers, I will of course inform you and show some images, but for most of the time, “telling” you how my numbers are compared to the previous month should be sufficient.
Please tell me if you think otherwise (in the comments of this post)

This being said, I can tell you that my sales are stable, and that downloads for Bloo Kid have risen beyond anything I could ever imagine. During the x-mas season, the game saw 10k – 13k downloads a day. I also did one very important thing prior to the x-mas season:

Implementing RevMob

Most of you might have heard of this already. RevMob is an ad-network that pays developers on a “per install” base. Your app shows a banner that says something like “download a free game”.
Once a user clicks the ad, he is taken to the appstore / playstore and is presented with a game. If he installs and then plays the game, you get paid. Sometimes multiple dollars per install.

With Bloo Kid, which has roughly about 5k – 10k downloads a day, I got the following numbers:

On the 26. of december, I made $341 with one single app on one day

So there is a “click-rate” and an “install-rate”. Click-rates are quite high from what I have witnessed, but the install-rate is the important factor for you. Remember: If people only see the game in the appstore, you get nothing. Only if they install and play the game, then you’ll get paid. Of course there is an “eCPM” which suggests that you get “paid per million views”, but if you got no installs, its worth nothing. If you compare the 28th and 29th, you can see that the revenue is quite obviously tied to the installs, nothing else.

In December, I made double the ad revenue with RevMob than I did with inneractive. Plus, the version was released on the 9th of december, so it was only a 2/3 month!

But the best is yet to come: Corona just released an update which allows you to display iAds in your applications. This is what I have been waiting for, and I am currently implementing iAds in Bloo Kid. If I get it done in time, I might tell you at the end of January how that worked out.

The second enlightenment I witnessed in december was the ability to

Request an Expedited Review

I have released an update to my latest puzzle app to the appstore which got approved some days before the 24th of december. Then I noticed that there is a severe bug in it, which the apple QA did not notice (even though it really happens as soon as you try the very first puzzle). I was a little bit shocked, since there was no time to submit a new update and hope that it will be approved anywhere in time.

So I went to this website and requested an expedited review. I stated that there is a severe bug in the latest version and that I need an update ASAP. And voila, two days later, my bugfix was online πŸ™‚

The apple staff makes it clear that not every expedited review will be approved, and that this should only be used in emergency cases. So if you ever need a quick approval to fix some critical bugs, just give it a try.

That’s it for now. I will keep you updated with my iAd experience. Move Over!


  1. Hi,
    your reports are always a big motivation booster.
    I think I should make this page to my startpage.

    thx for sharing and good luck for the future.

  2. Congratulations mate.

  3. This is a high income report with only a single app. Very nice numbers πŸ™‚ Are you using monkey coder framework for development at the moment and also for future new game?

    • Hi Alvin,

      my currently available apps are all done using the corona SDK framework. But I have “switched” to Monkey now, and all my future apps will be made with monkey so far.

  4. @ Eiswuxe:

    You make earning money look so easy.. πŸ™‚
    Did you implement RevMob banners, popup or fullscreen ad?

    About the pictures: You know what they say about words and pictures..I hope you still will share the juicy details in the next update of you book. πŸ™‚

    • I implemented banners AND fullscreen ads (no popups so far). Revenue from fullscreen is way better. I’ll write details about placing the revmob banners in my next ebook update, I promise πŸ™‚

  5. I liked your detailed reports more. It’s states the relation between downloads/installs and your income better. Moreover it’s easier to see the impacts of your changes, when you show us diagrams. I would love to see the diagrams in the next posts again πŸ™‚
    Just my 2 cents,
    Keep up the good work!

    • Its true, diagrams show numbers better than text. Alright, I’ll consider adding download and sales charts again =)

  6. Hi,

    Just wondering if you’ve seen any increase in your average revenue per game?


    • Not really. There are slightly more sales of the full version of Bloo Kid since the free version got so many downloads. And during christmas time, downloads and sales were noticable higher than before. But overall, revenue per game roughly stays the same. So creating more and more apps seems like the best way to increase revenue.


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