My game 180 has been available on the App Store for nearly 2 months now. This is my second App, following a much simpler game released last August. For 180, our critical reception has been remarkable, but our actual sales are very lackluster. What we've done: -2 videos (how to play) - huge TA thread (160+pages) - Contest to win iPad/game console, and iTunes gift cards - Blog Updates nearly daily (discussing retrogames, and development notes), promoted on several different big websites including front page of Gamasutra - Facebook page w/ nearly 500 fans - twitter account w/ nearly 5,000 followers, updates daily - title is easy to write/spell for stupid people (180), and works in several different languages - has mascots (most puzzle games don't have anything for people to relate to) - cross promotion with a minor celebrity - game is unique, familiar at first play but quickly you can see how it is different and addictive (yes, the "A" WORD!). We tested the heck out of it! - gave out swag at E3, regularly hand out stickers/items - met several reviewers/etc in person and demo'd the game 1st-hand - sent out promo codes and gift codes to several known reviewers/websites at all the usual places, along with the usual PR stuff - made a Japanese YouTube video and Press Release - lite version available (a month and a half now) - dropped price from 1.99 to 0.99 - freeAppCalendar.com promotion (we got HUGE download numbers, but didn't effect sales one bit) - appearing on some smaller to decent sized websites with interviews, podcasts - excellent iTunes reviews. Ranks are alright, what you'd expect after going free for 2 days.. - game is easily accessible for casual and hardcore - openFeint integration - posting on neoGaf iPhone thread Our known issues (things working against us) - Game title is not descriptive if you don't know what this game is about - it's a match-3, even though the mechanic is unique people's first reaction is "ohhh another match-3" - screenshots aren't terribly descriptive, and are not very interesting out-of-context - no zombies or ninjas - Apple (unintenionally) screwed up our promotional campaign with TONS of "dud gift codes." I sent several (100+) out to many important people, only to find out later that when they tried to redeem, many of them just errored out (I had no way to check this). Majority of these are people who I don't get a second chance to talk to, and they won't think twice about trying to figure out what was wrong. - started out at 1.99, should have been .99 and let it stay that way. - we should have milked our free campaign a few days longer (instead of merely 2) - game was intended to release @ Thanksgiving 2009. It launched just shy of May 2010, which is so late that it is almost suicide to put out a puzzle game of any sort that looks like this... - no ads in Lite version, no in-app purchases right now - some negative reaction to the App Icon (I don't know if this is the vocal minority, though) - WAY overestimated the reaction we would get to our expensive contest (there was almost no interest/discussion) - our "how to play" video was poo-poo'd by "normal" gamers - can't seem, for the life of me, to get any mention on the front page of any big iPhone-centric sites (biggest we got was probably Destructoid, for a moment) and no feature by Apple. SO THEN.. what crucial things have I missed? Obviously I have spent a lot of time and energy on this production. I know all the usual rules apply: "don't expect one app to 'make it,' try to put out as many different quality applications as possible, foster relationships with gamers/websites, etc." Please let me know if you have any more input for things I should try to get a little more support for this game. We are planning to put out an update at some point soon, but what (and when) exactly that will be remains to be seen, up to the programmer of course.. Thanks for your help!