iPhone App Store's Brutal Reality: Get Viral Or Don't Quit Your Day Job
There have been a few get-rich-quick success stories in Apple's (AAPL) three-month-old iPhone app platform, like the guys who made $30,000 for a day of work selling an app that looks like a rotary phone. But for many developers, there's a bleaker reality: Either get some really good promotion -- from Apple, word of mouth, from the press, from advertising, etc. -- or don't quit your day job.
Example: Former I'minlikewithyou developer E.J. Mablekos, who's created Aqua Hoops, a simple, fun, good-looking game with the right price tag -- 99 cents. (See video demo below.) Exactly the kind of app we'd pay a buck to waste a few minutes of time with now and again. (We did buy it, and it is fun.)
So how are sales? They started out strong, when Aqua Hoops appeared on the "most recent" page in iTunes, and when the game got some buzz from iPhone blogs and G4TV, a cable network for tech/gamer-types (and us!). That day, Mablekos sold 350 copies of Aqua Hoops -- $245 net revenue after Apple's 30% cut. If he could do that for a year, he'd take home $89,000.
But after hitting no. 91 on Apple's "top paid apps" board, Aqua Hoops is down to a more modest sales rate: about 60 sales a day, or $42 daily net revenue -- $15,000 a year. All told, he's made about $1,400 so far. "Can't quit job at pizza place yet," Mablekos joked at last night's New York Tech Meetup.
What's next? More iterations of Aqua Hoops -- like football-themed Aqua Punt -- and some features that could make the games more viral -- like a real-time high score list that gives people something to play for. Both smart moves that could increase sales.
But for now, Aqua Hoops is a reminder that Apple's iPhone app store is a hit-based business, and far from a Gold Rush for everyone -- even if you have a good app.
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Being in "the alley" you guys should be running the numbers... let's call the game sales revenue a perpetuity. And let's (conservatively) say he'll make $10,000 a year. And let's assume his required rate of return is 20%. That puts the games net present value at $50,000. Not bad for something that probably took less than a month to develop. Make 19 more and you're an iPhone millionaire!
Looking at the video of this game, I'm actually surprised it is selling so well. $15,000 income a year for such a basic piece of programming (compared to say Cro-Mag Rally or even Chopper) strikes me as nothing to complain about.
If Mablekos produced a few more apps like this and got similar rates of return, that would represent a very viable business.
@Ben Soze
Rubbish! As Dan says, you obviously haven't seen how bad a deal most other mobile platforms have provided with the carriers greedily sucking up to 70% share of a developer's income and giving terribly poor sales numbers. At the rate the App Store is going, in only the first 4-5 months of operation, more apps will have been downloaded from the App Store than the entire mobile market does in a year. Not surprisingly all the big game houses are falling over themselves to join this juggernaut.
Dan’s point that we shouldn’t expect every app to be a get-rich-quick scheme is quite valid, but that doesn’t negate the fact that even low-tier iPhone Apps look to be a far more solid source of income than other mobile platforms.
-Mart
Viral? OK Check out www.zerogate.com and get MeterRead while it's on sale this week!!!! I want to quit my day job. LOL.
Without any promotion at all I've had sales of 15, 11, and 19 per day for Kana - at $1.99.
http://www.redrome.com/app-store/