Quote:
Originally Posted by erotsppa
how bout the paid version? This doesn't give any idea about what kind of revenue a developer can expect at all
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Here is the spreadsheet for the paid version over the same time period. Please note that the "Total Sales" is not really accurate because we can only get the Top 50 sales numbers for all of our products from Apple's Daily sales reports (we have more than one product which pushes things down the list even further), so several international regions fall off that chart for us. These numbers will actually be somewhat higher.
Obviously the paid sales numbers are much lower than the free version, but you can see the rank and percent increase/decrease closely follows the free version:
This should show the ratio of free (Lite version) to Paid (full version) sales, and how the rankings for the two are actually pretty close.
The paid version also made #1 kids game in 10+ countries (mostly the same ones the free made it in), and reached #4 US kids game as well (currently sitting at #9 as I write this).
We have an updated version of the paid Bug Squash that adds a few new features that we are hoping can generate some renewed interest (different backgrounds for levels, the ability to use your own photo as a background, etc).
So this is no where near the kind of success the most often quoted applications have had, but it's not bad as a side income, and not bad for a small shop making applications without a huge staff of artists, etc.
Honestly, even with the relatively small sales numbers (compared to what you read about iFart, iShoot, and the like), we are very happy with how it has done. Like I said in the original post, we did not have dreams of the app being a huge hit from the start... it was really a way for us to test the waters and go through the process.
Again, hope this helps someone... would be nice if others could post similar information for comparison.