The Bloo Kid timeline

Finally, the release of Bloo Kid 2 is imminent! The game will be out for iOS on Thursday, 6th of March. Time to recall the story of Bloo Kid and the story of a three-years-lasting success.

This is a rather unusual blog post. Don’t Panic! I will publish “regular” reports again soon, and I will also make up for the couple last months where I did not find time to post. This post is more or less a complete “reprocessing” of Bloo Kid part 1, covering the first ideas that came to my mind, the realisation, the release, the updates and of course the revenue I generated with it.

I started creating Bloo Kid about THREE YEARS ago when I started my “carreer” as a completely independent game developer, and the game and myself have since come a very long way.

I will comment all important steps that the game took during the last three years one by one, so you can see the whole picture in one blogpost. Regular readers of my blog will come across many things that they have already read in the past, but I wanted to sum it all up in one blogpost, so repetition was inevitable.

Alright, here we go…

March 2011

The company I was working for (and which I had co-founded back in 2009) closed its doors due to a change of mind of our investors. I started working at another company on an interim basis but already had plans to start all over again as an independent developer.

May 2011

Two months later, I quit the aforementioned company and grabbed some governmental funding which consisted of 9 months of unemployment benefits plus some bucks for health care. Then I started working on Bloo Kid. Due to technical limitations of the Corona SDK which I used at that time, I decided to create a “one-screen-platformer” that combines ideas from Mario Bros. and Bubble Bobble. The visuals were heavily inspired by the wonderboy game-series. Check out the trailer below.

July 19th 2011

After two months of intense work, the first version of Bloo Kid was released to Android phones. The game contained 60 levels spread across 5 worlds and was using Admob to display ads. Even though the game hit 10k downloads after two weeks, the ad-revenue was abysmal: About $2 a day, which was nothing to make a living out of.

August 3rd 2011

The iOS version of the game was released. I split it up into an ad-supported, content-limited “lite” version, and a paid “full” version priced at $0.99. The first week saw about 50 sales a day which made me very optimistic. But shortly after that, it dropped to 1-5 sales a day which was a total bummer.

September 2011

Ad revenue was not very high, but constant. I released a content-update which added 2 new worlds, bringing the number of levels to 84. With the update I also changed the ad-provider. That increased my ad-revenue and I was able to make a few $100 bucks a month, which was still not enough.

During the same month I discovered “by incident” that games made for kids seemed to be very promising, so I started making games for kids and made enough money to keep on making games.

July 2012

Nearly a year later I decided to give away Bloo Kid completely free. since nothing had changed to the original situation and I still made only about five sales a day. I kept the “paid” version but added all the content to the “free with ads” version as well. That was the point were the game took off. Downloads were growing daily, and so was the ad-revenue. Read the full story in my July 2012 report

November 2012

Ad-revenue from the game was growing constantly, and in November 2012 I changed the ad-provider again. This time, I started using RevMob and managed to increase my ad-revenue dramatically. Read the full report here.

December 2012

I added gamecenter support to the game, boosting the games popularity once again. I also added iAd advertising. The free version of the game had already surpassed 500k downloads and the user base was growing daily.

February 2013

It took a while until iAds were working correclty in the Corona SDK, but in the February 2013 report you can read how I switch between the different ad-providers during the game.

April 2013

Bloo Kid was featured as the “Free app of the day” at and got 103k new players on a single weekend. You can check out the full story in the april/may report.

November 2013

With the RevMob revenue slowly going down, I decided to try another ad-provider called “Vungle“. It turned out to be a good choice as you can read in the July 2013 report.

March 2014

Now, three years later, the free version has reached 2,5 million downloads and the game is perfoming now better than ever before! It is hard for me to understand why a three-year-old game is still making that much revenue. But why should I complain? The game took me two months to make (plus another month for the content update) and has already earned me more than an annual salary.

Below is the curve for total downloads since initial release. You can clearly see the point were the full content was made available “completely free” and the financial success kicked in.
bloo kid free all data


  1. Congratulation! It is not easy to have a long time success with your game and documented every detail stages of the game. I am still working hard to develop with my first game but it seems like taking forever to finish…

  2. Best of luck with BK2

    • Thanks!

  3. What SDK are you using for Bloo Kid 2? Thanks for all the Reports! ๐Ÿ™‚

      • Interesting move ๐Ÿ™‚ does it support box2d? Why drop corona?

        • Maybe I can answer that as I use Monkey as well.
          It’s a great cross compiling language with lots of targets, more than Corona has. Plus you always have access to the native target code and can include everything you can imagine. Much more freedom than with Corona. You are just not limited.

          And yes, support for box2d is included via a module.

        • Monkey X has box2d port.

  4. Congratulations, and thanks for sharing!

  5. Finally a new blog post ๐Ÿ™‚
    It’s crazy how Bloo Kid’s downloads evolved over 3 years.

    I read all of your blog posts and I have to say that your career as an indie developer is very inspiring. I also want to develop games and to release small mobile games first seems to be a good way to start.

    I just finished my business plan to get governmental funding (for german readers: Einstiegsgeld) and I hope that I can concentrate on developing games soon.

    Just in case you need some 3D models for future projects: I would like to help you out ๐Ÿ™‚

    I also write about my experiences and about developing games on my blog:

    Keep up the good work and good luck with Bloo Kid 2!

    • Great to hear that you managed to grab the funding! Best of luck =)


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