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Thursday, June 18, 2015

Burgal's Bounty is now Live on Google Play!

Hey everyone!

Burgal's Bounty is now live on Google Play! Please go and download it and support Phat Games so we can get the iOS release done and make plenty of other games for you in the future!

Here are some post go-live statistics and info that may help others in the future. The game launched on June 5th. That day through our own organic social networks we got approximately 50 downloads. We also launched Facebook advertising. We spent approximately $120 USD on this to see how successful it would be changing up the target markets.

Brazil and Taiwan were our most engaged audiences. Over 38,000 people around the world watched the trailer attached with the download link. 200,000 people worldwide saw the post. We got approximately 10 downloads from Brazil and France. The facebook page actually did the best. We received 15 more page likes as a result of this small campaign.

Downloads ranged from 2 to 5 organically a day without doing anything. We made a number of tweaks to the game description on Google Play using our main keywords up to five times in the description. You may also notice Burgal's Bounty on Google Play is called Burgal's Bounty (Puzzle Mazes). This is all to hep with our App Store Optimization (AOS).

We experienced an uninstall rate of approximately 12% in our first week which is about average. We encountered some issues with older phones where the game ran out of memory and we quickly deployed fixes to address this but that primarily did drive our uninstalls.

Our biggest download day since go live was then our showing at FlameCon. This got us approximately 20 downloads. There were also a lot of uninstalls afterwards. It did expose Phat Games to numerous people, and we established a mailing list which we will use to inform users about the launch party and the iOS release.

On Tuesday of this last week we launched video ad campaign on ChartBoost that last two days and cost approximately $220 dollars (we could have made it higher, but we capped it at $100 a day with a chance of slight overage in our budget). This campaign was seen by over 20,000 people on their phones while playing other games. We received approximately 200 downloads and kept engagement at it's highest rate since go live at least so far. It is only the first day since the campaign ended. A couple minor enhancements to the game will be made to keep user engagement and a new release will be deployed.

Here are our stats as of 13 days post go live:
Total downloads (due to delays on Google Play right now we do not have a precise number reported from Google - this number is coming from one of our ad networks, Vungle): 330
Total uninstalls (only an estimate): 80. This is high. I am not sure why as the crashes did not impact this many users.
Total revenue so far since go live: $2.49 (ad revenue only. No in app purchases have been made).

Honestly. I do not know if this is good. If anyone reads this blog who has industry experience with taking a free indie mobile game live, I would love to hear feedback.



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