So we've received our 3rd week of sales stats for Roadkill Cafe. I was kind of surprised considering the good words we've received from people so far, great comments and reviews. I expected it to go farther than that. Anyway, we've had: 215 sales 467 pirated copies Thanks for the support of those who are buying the game. You rock Pirates can suck on a monkey. The piracy started just before this weekend, so that's actually not too bad. Other developers have fared worse, as we've seen. So if sales continue at this pace on a single app, the hardware investments will pay off in a few months. For those of you who are just thinking about getting in, this may look bad, but it's really not that terrible. When I first looked at the state of the app store, it wasn't quite as heavily saturated as it is now. So I had expectations based on a greater chance of market penetration. We didn't pre-hype the game. Spreading the word about the game didn't start until the day of release. While keeping your mouth shut prevents a shovelware company from ripping off your idea and making it in 3 days with an army of underpaid developers crammed into a hot room overseas, it also keeps you out of the eyes of the public. Reviews are good, but the impact they appear to have on volume spikes is negligible. They will probably contribute more to the steadiness of sales. It's the volume spike you'll need though, if you want to get on the front page of the app store. That sudden surge of sales will put you in a place that continues to get you more sales. *Get Apple's attention* If our next game manages to garner Apple's attention, this may increase the sales on RKC simply by association. This would be a nice benefit. If you have an awesome, epic idea for a game - wait. Make some smaller projects, highly polished, and let them build a community of users for you. We have a game sitting in the pipeline that will likely take 6 months of full time development. As much as I'd like to be working on that one right now, it makes more sense to be working on some of our other smaller designs, establishing a name and a following, however small, of happy gamers. Also, if you're a new developer and you don't have a twitter account yet. Get one. It doesn't matter how silly and pointless twitter seems to you now. It is your *free* connection to both the other developers and the public who want to know what you're doing. The app store is a lot more volatile than the console/PC market so if you're coming from there, you're going to have to relearn what consumers want. People paying 99 cents to 5 dollars for a game have different spending patterns than those laying out 50 to 80 dollars for one. Just watch some of the top sellers and you'll be shocked that they're selling so well. Consider pricing as well. When awesome games like Harbor Master, Pocket God, and Westbang, and FAST are 99 cents, it's hard to justify pricing your own game above that. What's a kid with a 5 dollar budget this week going to choose? There was a noticeable increase in sales as soon as our price dropped to 99 from 1.99, and that's even with the low volume of sales so far. Anyway this is just a bunch of random notes and observations. Let's all keep moving, onward and upward! And consider one parting thought: With Khalid out of the way, your chances of selling your apps this week just got better.