Mouse House Sale Figures

Why post them publicly?
Because there is a lack of real iPhone app sales data on the net.

10/28/2008 - Units  1 - Price $7.99 - Gross $7.99   - Profit $5.60
- Only on sale for 1 hour
10/29/2008 - Units 34 - Price $7.99 - Gross $271.66 - Profit $190.4
10/30/2008 - Units 27 - Price $7.99 - Gross $215.73 - Profit $151.2
10/31/2008 - Units 31 - Price $7.99 - Gross $247.69 - Profit $173.6
11/01/2008 - Units  8 - Price $7.99 - Gross $63.92  - Profit $44.8
- Slow down after US Holiday? , Oddly none US sales were cut by 90% also
- Fell off Touch Arcade New release List.
11/02/2008 - Units  6 - Price $7.99 - Gross $47.94  - Profit $33.6
- Sales dropped more on Sunday…
11/03/2008 - Units  10 - Price $4.99 - Gross $49.9  - Profit $35.0
- Started a Sale made 2$ more…. or maybe its Monday ;)
- Still we are holding steady at about 50$ a day in gross sales.
11/04/2008 - Units  7 - Price $4.99 - Gross $34.93  - Profit $24.5
11/05/2008 - Units  9 - Price $3.99 - Gross $35.91  - Profit $26.1
- On the Plus side lower prices are generating more non US sales.
Which is something I have been wondering about.
Either way tho our sales data is so low its hard to even guess if price is really having any effect.
11/06/2008 - Units  29 - Price $2.99 - Gross $86.71  - Profit $60.9
- Soooo sales up X3 at $2.99… did we hit some magic impulse by price world wide?
- Stay tuned as we check out sales at $1.99
11/07/2008 - Units  33 - Price $1.99 - Gross $65.67  - Profit $46.2
- Unit count up more… Profits down… but higher Unit count could in theory
get Mouse House on some sales charts.
11/08/2008 - Units  26 - Price $1.99 - Gross $51.74  - Profit $36.4
11/09/2008 - Units  12 - Price $1.99 - Gross $23.88  - Profit $16.8
—————- Units  25 - Price $.99 - Gross $24.75  - Profit $17.32
11/10/2008 - Units  56 - Price $.99 - Gross $55.44  - Profit $38.80
11/11/2008 - Units  23 - Price $.99 - Gross $22.77  - Profit $15.96
11/12/2008 - Units  14 - Price $.99 - Gross $13.86  - Profit $9.07
11/13/2008 - Units  3 - Price $2.99 - Gross $8.97  - Profit $6.03
- Raised the price back up and sales fell through the floor.
- Will see if this lasts or if it evens out.
11/14/2008 - Units  7 - Price $2.99 - Gross $20.93  - Profit $14.07
- Profits up a bit… I swear we are just getting sales off of new eyeballs and not just people
who have been watching for price drops. I kind of figured it might go back up and stabilize a bit.
Any how interestingly with the price hike the last 2 days we are really only selling to the US now.
11/15/2008 - Units  4 - Price $2.99 - Gross $11.96  - Profit $8.4
- Ok next experiment time…now that we raised the price and sales are LOW… lets lower it 1$ and see if I can get back up on all the OMG this game lowered its price charts. Yes this is called gaming the system.
- Well I am thinking that with out eye balls we will always sell a small amount at any price and that .99 vs 2.99 really does not make a difference at all. Only Eyeballs do.
11/16/2008 - Units  3 - Price $1.99 - Gross $5.97  - Profit $4.2
- Units  3 - Price $2.99 - Gross $8.97  - Profit $6.3
11/17/2008 - Units  5 - Price $1.99 - Gross $9.95  - Profit $7.0
11/18/2008 - Units  5 - Price $1.99 - Gross $9.95  - Profit $7.0
11/19/2008 - Units  4 - Price $4.99 - Gross $19.96  - Profit $14.0
11/20/2008 - Units  3 - Price $4.99 - Gross $14.95  - Profit $10.5
11/21/2008 - Units  5 - Price $4.99 - Gross $24.95  - Profit $17.5
11/22/2008 - Units  2 - Price $4.99 - Gross $9.98  - Profit $7.0
11/23/2008 - Units  4 - Price $4.99 - Gross $19.96  - Profit $14.0
11/24/2008 - Units  3 - Price $4.99 - Gross $14.95  - Profit $10.5
- Sales about the same at 4.99 vs 1.99 we just make more money slow and steady.

Notes:
We made it to#46 on the NZ sales charts… this is funny since it only took 3 sales.
This week we start actively promoting Mouse House and maybe play with pricing or a sale and see if that has any kind of dramatic effect on sales numbers. Im not convinced that the price of all games quickly heading towards zero will be vert good for the iphone economy in the long run. Im also not sure if there is magic price point… say 4.99 or if the most important thing is just getting on the top 100 list :(   which is also a bad thing long term if the only things that sell well are hit products priced dirt cheap.Also you can find additional sales data for the first few months the store was open over at http://blog.fieryferret.com/Also I have to say its my feeling after seeing the above PDF etc that a good game can make a steady 50-100$ a day even not being on the top 100 list.

8 Responses to “Mouse House Sale Figures”

  1. PoV says:

    Thanks for posting that. It’s comforting to see it’s not just me with such unimpressive early numbers before promotion. ;)

  2. Snow Mani says:

    Regarding International sales - remember that International buyers are charged different prices and these are not always a straight conversion from US dollars. For example, I’m in Australia. The prices here were set back when we were almost at parity with the US dollar. When your game was released it would have cost me $9.99 to purchase. That price point makes a lot of buyers pause and think carefully. Even if a game is “worth” that much. BTW I picked up your game at US$2.99 and it cost me AUS$3.99. Great game! I will play it for a little while before leaving a review in iTunes. Also was interesting to see that 3 purchases in NZ put you at 46. Must not be many Kiwis buying apps… I haven’t checked but the NZ dollar is always lower than the Aussie against the US and I bet they are paying more again for apps. Do you have to set the same price for all buyers or can you charge different prices in each region?

  3. scott says:

    Nice experiments.
    But what is more interesting to me as a customer - are you planning on doing an update. E.g. sound, more levels etc.

    cheers

  4. bang2d says:

    Hey scott does your email actually work?
    as I keep sending you detailed replies and they all bounce.

    Drop me an email on the company web site if you have a different email.

  5. scott says:

    sorry about that. Please try this.

  6. Greg Harris says:

    Thanks so much for sharing this information. It is very helpful to those of us getting into iPhone development.

    Keep it up!

  7. David Gish says:

    Want to add my thanks for the sales figures and the dev FAQ. You did a great job on MH and it’s nice to see real world numbers for a game with pretty good reviews and a little marketing.

    The FAQ helped me straighten out a few kinks in my own efforts, especially using a thread vs. the timer ala Apple’s demos, which I never cared for. Not only does it hurt your frame rate, timers are scheduled with every other event in the queue and some of them are time hogs resulting in render snags. Footnote: I experimented with drawing in the accelerometer callback and got nice, smooth frame rates, but it’s a high-priority event that re-fired as soon as it returned, preempting normal stuff like touch events.

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