The App Store is pretty hard to navigate when you're a small developer, so articles like this one from Tinytouchtales' Arnold Rauers on ENYO's [Free] first month revenue and downloads are always a great source of information and, usually, a guide of sorts. If you haven't played ENYO, it's a fun game where you use environmental traps and obstacles to defeat your enemies. In the article, Rauers talks about the huge benefit of getting featured by Apple for two weeks in a row. After the first two weeks of the game being out, the downloads tumbled significantly. In total, the game has been downloaded 274 thousand times on iOS and 29 thousand times on Google Play during the first month, with over 250 thousand downloads on iOS coming during the first two weeks.

ENYO

The game is free to download with a one-time $1.99 IAP to remove ads. In terms of revenue, ENYO made $3500 from the IAP and $12300 from the ads, bringing the total to $15800 for the first month. Ads are okay, concludes Rauers, as long as you have a moderately good influx of new users. Once your daily active users drop below 30,000, your ad revenue becomes insignificant. Check out the story in detail here.

  • Mrbestapps

    Wow, I never knew adverts could generate THAT much. Congratulations to the developer for the success of his game!

  • curtisrshideler

    Very interesting info. I am glad they went that model.

  • iosuser

    The download numbers look great but it appears only a little over 1% purchased the game via IAP and not quite $16,000 for the month with two weeks featured on the Apple Store? Sadly, it will probably not get any better for the developer.

  • HelperMonkey

    I keep hearing that free-to-play is the only way for a developer these days to get the number of downloads needed to make money.
    Clearly not all indie developers will be lucky enough to get two weeks as a featured app on the AppStore. A quarter of a million downloads is a ton. And it totaled less than $16,000? Less than six CENTS per download? If you're that lucky? I find that to be really uninspiring.

    • tinytouchtales

      Hey, yeah it is. Keep in mind this game was never optimized to generate a lot of money in the first place. But i would also say that this is not sustainable if it was the game i would bet all my money on. I said in another post that i used this model with ENYO to try it out. In the end i came to the conclusion that paid, at least on iOS, is the better choice for my games. Card Crawl still makes a lot of money for me even after almost 2 years.

      • OrangutanKungfu

        I'm just relieved it hasn't put you off. Keep going, TTT!

      • tinytouchtales

        Hehe, yeah i've been doing this since 2012. So i know what i got my self into 😉

  • Tallgeese

    Grats, Enyo! I liked your game! But like a TV show, gotta make some mo!'

  • Shkrbby

    I'm always prepared to put my money where my mouth is and fork out to support our devs, especially ones that create a great game like this and provide the ability it remove ads. Bought!!