Some sobering words this morning from iPhone developer Rick Strom, who has two applications on the AppStore's Top 100 paid list. He mentioned that an app sitting at the #35 slot (which one of his is) is bringing in (on average) around $20 per day. Strom goes on to say that the store is a little more like a lottery, with only a few getting the real wealth, than the gold rush it's been portrayed as.
Though Strom is clearly frustrated by the experience, we don't think $20 a day sounds too bad for hobbyists ... we're just not sure we'd want to base a career around it.
[Via GamePolitics]
Reader Comments (42)
Posted: Jun 8th 2009 10:38PM StevenM said
Apple today said there are 50,00 apps. A huge chunk are complete crap. There are just too many crappy to flooding the store, so its hard to draw attention to a new app. Apple needs to instate some kind of a quality control, like Microsoft with XBLA and remove the crap after its had its chance on the store.
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Posted: Jun 8th 2009 11:15PM Temple said
Absolutely agree, most of the games of iPhone are complete crap. Thing about MS, Sony, and Nintendo is that they have quality control. Games have to pass QA/QC before its actually sold to the public. Apple's version of this is a joke.
I think the iPhone is great, but its not much of a gaming device aside from a very small handful of games that are primary puzzle games.
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I think the iPhone is great, but its not much of a gaming device aside from a very small handful of games that are primary puzzle games.
Posted: Jun 8th 2009 10:42PM (Unverified) said
You know, if that was $5 bucks or more, I would probably go for it. Any Americans want to tell me how much that piece of paper in the picture is worth.(This why we need colour coded money)
Anyway, maybe now these folks will go back to working on "real" games. (I don't really want to use the word real in there, but I couldn't think of anything better, you get what I'm trying to say right?
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Anyway, maybe now these folks will go back to working on "real" games. (I don't really want to use the word real in there, but I couldn't think of anything better, you get what I'm trying to say right?
Posted: Jun 8th 2009 10:45PM R Planteer said
Its just a $1 bill, but it looks like there could be 2 of them.
Its $2-3 at most.
I would totally take it, just step on the spring part with your shoe.
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Its $2-3 at most.
I would totally take it, just step on the spring part with your shoe.
Posted: Jun 8th 2009 10:42PM (Unverified) said
Not impressed with Apple's App Store, must of it is nothing more than useless apps that are nothing more than a second of entertainment. And their whole "quality is meh" mentality is disheartening.
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Posted: Jun 8th 2009 10:52PM (Unverified) said
Oh, there are, its just hard to find one when every other app is some useless app.
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Posted: Jun 8th 2009 11:05PM cuteSAVAGE said
And that is different than shopping for anything else, because? You need to do your research before you buy anything. Devs also need to promote their apps instead of relying on App Store window shoppers to happen by while browsing the other 49,999 apps.
Consumers need to stop relying on iTunes to tell them which apps are worthwhile and devs need to stop relying on *consumer reliance on* iTunes as the sole method of promoting their release.
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Consumers need to stop relying on iTunes to tell them which apps are worthwhile and devs need to stop relying on *consumer reliance on* iTunes as the sole method of promoting their release.
Posted: Jun 9th 2009 3:45PM Bluebreaker said
You do realise there are whole websites dedicated to telling the consumer which apps are the best of the horde, right? The useful, entertaining and well put together apps.
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Posted: Jun 8th 2009 10:52PM iHavePants said
That's not really the point of the article. It's more just about putting into perspective exactly what it's like, rather then having an idealised view of the profits to be made.
Why do you have a problem with that being said?
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Why do you have a problem with that being said?
Posted: Jun 8th 2009 11:43PM Bakaneko said
Well, when there's only 34 people in the world who could possibly be doing better than him... Yeah, I don't think I'd want to exclusively develop for the iPhone either.
Still though, I'll be interested in what the business trades have to say about Sims 3 iPhone in a couple months. If its profitable for EA or not, I mean. Obviously, at 10 bucks, they're getting a bigger piece of the pie per purchase.
I think the point is while there seems like a million people making 99 cent games and what not right now for the iPhone, in about 12 months that will have dried up a bit. This probably isn't all bad either.
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Still though, I'll be interested in what the business trades have to say about Sims 3 iPhone in a couple months. If its profitable for EA or not, I mean. Obviously, at 10 bucks, they're getting a bigger piece of the pie per purchase.
I think the point is while there seems like a million people making 99 cent games and what not right now for the iPhone, in about 12 months that will have dried up a bit. This probably isn't all bad either.
Posted: Jun 8th 2009 11:01PM F1 Basu Gasu Bakuhatsu said
Down vote me if you want but the iPhone itself is over hyped. Apple has a great history of taking total shit and market it as the second coming. If I wanted an unreliable, pocket draining, roofing tile I'd go out and buy an N-gage!
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Posted: Jun 8th 2009 11:22PM (Unverified) said
Speaking of phones, anyone got any ones in particular they would like ot recommend, I'm in the market for a new cell-phone, and right now I"m torn between the HTC Dream(smart phone) vs the SGH-t336(Samsung regular phone).
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Posted: Jun 8th 2009 11:57PM (Unverified) said
always go with the phone with wifi i couldnt go back to one without it now
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Posted: Jun 9th 2009 1:41AM NaeemTHM said
Yeah totally overhyped. I mean it's not like the phone completely revolutionized what we think of cellphones and changed the very face of mobile telecommunications.
Dude there's a reason why every cell manufacturer on the planet has their own iPhone clone.
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Dude there's a reason why every cell manufacturer on the planet has their own iPhone clone.
Posted: Jun 8th 2009 11:43PM (Unverified) said
the real question is how many hours did he spend developing the app..
$20/day sounds pretty damn good to me.. $600/mo for something a student could easily develop.. ppl in the one-quarter stanford course made several hundred dollars off their final projects (~2 wks dev) and they're still selling..
i really think this guy is just trying to deter prospective competition from the lucrative market.
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$20/day sounds pretty damn good to me.. $600/mo for something a student could easily develop.. ppl in the one-quarter stanford course made several hundred dollars off their final projects (~2 wks dev) and they're still selling..
i really think this guy is just trying to deter prospective competition from the lucrative market.
Posted: Jun 8th 2009 11:48PM (Unverified) said
Um.. sorry your app sucks and noone wants to use it apparently?
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Posted: Jun 9th 2009 12:07AM Territorial Oak said
Now remember kids, over-hyped (and over-rated for that matter) does not at all mean bad. But I have no arguments against needing some reworking.
The app store has...potential.
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The app store has...potential.
Posted: Jun 9th 2009 12:09AM (Unverified) said
Honestly, if you look at the apps this guy is trying to sell, he's doing really good to make $20 a day. All it would take is a touch more polish and anyone could take more than his market share.
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Posted: Jun 9th 2009 12:15AM arrness PSN chsowls Steam dcdani said
$20 a day is GREAT, like really, it makes me want to make one thats really good.
But, its bad for getting developers interested in making apps.
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But, its bad for getting developers interested in making apps.
Posted: Jun 9th 2009 12:55AM Neofalcon43 said
It's not number 35. Its number 35 on the paid list of the board games subcategory of the games category. Not to mention the game has an average rating of 2 stars, and is likely total crap.
This guy is basically saying "Waaaah! I made a crap game and the idiot masses aren't buying it! How come only the good games make money!?!?!?!"
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This guy is basically saying "Waaaah! I made a crap game and the idiot masses aren't buying it! How come only the good games make money!?!?!?!"
Posted: Jun 9th 2009 1:04AM (Unverified) said
This site lists widgets that work within the PSP browser (it actually has flash) http://www.psponme.com/list_psp.asp?cat=Tools
Now I'm not saying they best the stuff in the app store, I'm just pointing out that any phone that has flash (especially a contemporary player) or java will have access to a lot more than the app store can ever hope to offer.
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Now I'm not saying they best the stuff in the app store, I'm just pointing out that any phone that has flash (especially a contemporary player) or java will have access to a lot more than the app store can ever hope to offer.
Posted: Jun 9th 2009 2:17AM Bubbameister33 said
People seem to forget Uncle Sam wants a chunk of that $600 too.
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Posted: Jun 9th 2009 5:08AM John Z said
Guys: the iPhone is not a gaming device, no matter what Apple or ANYONE says. That said, I love mine for, y'know, non-gaming purposes (I'm hopeless without a map, the camera and notepad help me do info-capture anywhere, and so on and so forth). It won't fit everyone's needs, sure, but I like mine.
Just not as a game machine. All right, so I have the two FF Tactics Advance games on it (Crystal Defenders and Vanguard Storm), but that's because I'm a whore for Square-Enix... and they're not bad, honestly, but they still aren't quite to the level of even the most basic GBA game. More power to you if you can come up with an example that will prove me wrong, but I just am not seeing it as a third handheld.
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Just not as a game machine. All right, so I have the two FF Tactics Advance games on it (Crystal Defenders and Vanguard Storm), but that's because I'm a whore for Square-Enix... and they're not bad, honestly, but they still aren't quite to the level of even the most basic GBA game. More power to you if you can come up with an example that will prove me wrong, but I just am not seeing it as a third handheld.
Posted: Jun 9th 2009 7:18AM (Unverified) said
I guess a lot f really good apps remain undiscovered under the sea of crap. It does require luck to be found out and published all around the web and in top seller lists. So quality it's not the only factor in iphone app success. I think.
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Posted: Jun 9th 2009 10:09AM (Unverified) said
For all those doing the math, if he is making $20/day that is $7300 a year.
Great, make a couple of apps and you have a nice little living there, right? That would be if the apps actually sell for a whole year. We all know the attention of consumers, and the App Store is no different. After Apps hit the featured list, top paid or even top free, those who want them download them, and then they are kicked to the curb.
Some figures I have gotten from a few developers, #30 on the top paid (Crazy Snowboard) was getting about 1500 downloads a day, and about %25 more on weekends. At a dollar a pop that's a nice chunk of change, but you have to be one of the top 50 or so apps, otherwise, not a whole lot.
Zombieville had about 150,000 (most at $2) copies sold in March, with close to 7000 a day during the week of GDC and a release of a lite version.
That shows that it can be done, but you need to hit the top sales. People don't go looking for new games to play, they take a look at the top lists and impulse buy off there.
Both figures were taken straight from the developers on a topic in the Unity forum, talking about sales. [url = http://forum.unity3d.com/viewtopic.php?t=21511&postdays=0&postorder=asc&highlight=iphone+sales&start=0] Click here if you're interested[/url]
Reply
Great, make a couple of apps and you have a nice little living there, right? That would be if the apps actually sell for a whole year. We all know the attention of consumers, and the App Store is no different. After Apps hit the featured list, top paid or even top free, those who want them download them, and then they are kicked to the curb.
Some figures I have gotten from a few developers, #30 on the top paid (Crazy Snowboard) was getting about 1500 downloads a day, and about %25 more on weekends. At a dollar a pop that's a nice chunk of change, but you have to be one of the top 50 or so apps, otherwise, not a whole lot.
Zombieville had about 150,000 (most at $2) copies sold in March, with close to 7000 a day during the week of GDC and a release of a lite version.
That shows that it can be done, but you need to hit the top sales. People don't go looking for new games to play, they take a look at the top lists and impulse buy off there.
Both figures were taken straight from the developers on a topic in the Unity forum, talking about sales. [url = http://forum.unity3d.com/viewtopic.php?t=21511&postdays=0&postorder=asc&highlight=iphone+sales&start=0] Click here if you're interested[/url]
Posted: Jun 9th 2009 10:30AM R V said
"Though Strom is clearly frustrated by the experience, we don't think $20 a day sounds too bad for hobbyists ... we're just not sure we'd want to base a career around it."
Really, joystiq? $7300 is not enough for a yearly salary?!?! Brilliant! You guys must be members of Mensa if you could come up with a conclusion like that all on your own!
Reply
Really, joystiq? $7300 is not enough for a yearly salary?!?! Brilliant! You guys must be members of Mensa if you could come up with a conclusion like that all on your own!
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