Heisting the App Store: 500,000 Apps Sold in 1 Week. It’s hard to believe we launched The Heist for iPhone just one week ago, but here we are, 7 days later, lacking sleep but making up for it in pure adrenaline and shock. The numbers are in and our minds are officially blown. The Opening Week Haul In just a little over 6.5 days, The Heist has racked up a staggering 501,813 sales at 99¢, totaling well over $300,000 in revenue. To put that in perspective, our last chart-topping app, Voices, managed to clear 300,000 sales… in its first month, meaning The Heist has been outselling it at a rate of nearly 8 fold! Makes us wonder if we outsold the entire paid Android marketplace this week. We definitely think we made a cool game, but even Angry Birds took a couple weeks to get noticed. So what the heck happened here?
Bottled Up Pressure We started teasing The Heist way back in January, hiding clues only accessible for MacHeist bundle customers in Twitter for Mac 1.0. The teaser page also included a simple multitouch puzzle for MacHeist fans. How to Soft Launch your iPad App. In the first few days of our app, Interactive Alphabet for iPad, being available on the app store it soared up the charts peaking at #2 in Education and #124 Top Overall in just three days.
Now, no one can really say what truly contributes to an app’s success in the tumultuous sea that is the app store but we have to think (hope) at least some of it was due to our unique marketing plan and carefully scheduled weeks leading up to the launch. We’ve had a lot of people ask us how we did it so I thought I’d try my best to document and explore our approach to the “soft launch.” 1. Get a group of beta testers together As you’re developing your app you should be testing it constantly, obviously, but what’s even more important than that is to have other people test it. In our case we were developing an app for very young kids so it was even more important to have as many kids as possible try it out to see what made sense to them and what didn’t. 2. 3. 4. 5. 6. 7.
» Blog Archive » Analysis: World of Goo’s iPad Launch. We attempted, and failed, to bring World of Goo to iPhone in the summer of 2009. Development was sporadic and slow as we worked with a series of four different contractors who, for various reasons, did not bring the project to completion. So we dropped it. When the iPad came out, we thought we’d try again, this time with a fresh round of confidence that the bigger, more powerful device would be able to support a console quality port of World of Goo. We started working with Ron’s brother, Gil Carmel, in November 2010, who finally got this project done. There is nothing all that remarkable to tell about the development of World of Goo for iPad, but this being our first App Store title, the month leading up to launch and the month that followed were very interesting times, as we gathered information and lessons about the App Store market that we hope will be of use to other developers.
Design “I don’t know how the heck you do this!!!!!!!!!! “I’m only on the 6th level and I hate this game.