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Where does Top Run revenue come from?

Let’s talk a bit about mobile revenue distribution. Wonder on which platform Top Run performed better in terms of revenue?

This post is only about mobile version of Top Run, released on Android and iOS. It is a free-to-play game, so we have two sources of revenue here: ads and in-app purchases. We will not talk about absolute numbers, but percentage share of a platform.

First thing we need, is distribution of downloads between iOS and Android to put other numbers into some context. Top Run was downloaded 124,000+ times on Android and 93,000+ time on iOS. 215,000+ times in total.

Downloads Distribution

Profit Distribution (Including Ads)

This metric takes into consideration 30% (roughly) cut Apple and Google take from the IAP revenue. Does not include our local taxes.

In-App Purchases Revenue Distribution

This does not take into account Apple’s and Google’s cut or any additional taxes. Pure revenue.

Top 10 In-App Purchases

  1. Infinite Tokens (32% of all purchases)
  2. Full Game (low tier) (24% of all purchases)
  3. Remove Ads (15% of all purchases)
  4. Cybervaders Arcade
  5. Full Game (medium tier)
  6. Full Game (high tier)
  7. Evil Buddy Skin
  8. Pug Buddy Skin
  9. Robocorn Buddy Skin
  10. Anti-Banana Kevin Skin

This is multi-platform Top 10, includes both iOS and Android. Interesting difference between platforms here is that on iOS, Full Game (low tier) is the most popular purchase.

Another fun fact is that when we added the token system to Top Run, our intention was not to earn money on it – we simply wanted a way to limit playtime so that players’ didn’t get bored too quickly.

If you’re interested in some other metrics – send us a message, and we might be able to share them 🙂

Summing Up 2019

2019 was a year when we realized that Katata Games is real!

So in 2019 our lives did a 180 degree turn. We can’t actually say it was because of the year 2019. We started studying gamedev and making Top Run back in 2017.

In 2019 we’ve continued to study programming and art but it was also the year when we first saw all our hard work starting to pay off.

Top Run has been downloaded over 170,000 times since its release on February 1, 2019. It was also Game of the Day on the App Store worldwide and got into Play Store Indie Corner, 

Thank you all for being with us and supporting us in this year and years before!

We can promise you even more cool news in 2020.

We wish you all to achieve the success you dream of in 2020, and we can’t wait to see the results of that!

Nothing’s Gonna Stop Us Now

We’ve been silent for quite a lot so it’s time for us to finally tell you what have happened to Top Run and us in the past few months.

Part 1. Beta

We started the beta and those were probably the best days of working on the game! Feedback, feedback a lot of valuable feedback and suggestions.

People have sent us very detailed reviews.
And what we didn’t expect (but wanted to) is that they were positive and people actually enjoyed playing our game.

It is still hard to believe it, because after so much time working on our game we have a quite complicated love/hate relationship with it.

Part 2. Publisher

While the beta was going on, some people suggested that we should show Top Run to a publisher. Hmm. Hmmmm. That’s what we thought and after some doubts we decided to give it a go.

Part 3. Waiting

We decided not to make drastic changes to the game in case the publisher will tell us the game is good and that they want some changes, or that it’s bad and we need to change everything. We were waiting for an answer for almost 2 months and at this point developing has slowed down. This was the most challenging part because we were constantly thinking: what should we do? When will we get the answer? It was the first time when we couldn’t plan our workflow.

Part 4. Yes or No?

It was a no. The publisher didn’t approve our game. Of course we were sad, even though we’ve been expecting this. We’ve spent one evening being completely destroyed, eating fast food and talking if it was really worth it from the beginning.

Part 5. Back on track

We woke up broken and sad (and feeling guilty about the amount of junk food we ate). And we started to talk again.

Should we stop everything, forget about game developing – No way!

It all started like a small no name game with a naked man collecting bananas and ended up being a big project for us that became an essential part of our lives. We can’t imagine ourselves working on something else anymore.

We’ve met amazing people along the way:
Beckett – a talented musician who’s music we fell in love with;
Alan – amazing artist who made us the best game cover we could’ve imagined;
John – awesome voice actor who gave Kevin his voice!

And all of you who supported us along the way.

All that waiting and the whole publisher idea was totally worth it! We’ve got a lot of feedback and it’s the best gamedev courses we could’ve found.

Part 6. Plans

We were planning to release our game in 2017. February 2018. Spring 2018. Seems we need to work more on our time management skills.

Right now we’re adding a lot of new cool stuff to the game. And as we’ve already missed all the deadlines we could spend one more month on it.
Maybe two. Because we don’t want to release our game at the same time with E3.

We knew that making games is hard and challenging and the market is oversaturated. What we didn’t know is that the community is incredible and open to newcomers with zero experience. Thank you all for supporting us!

Now we are working even harder to make our game something that we didn’t expect it to be in our bravest dreams!

Mark and Lena

Who are we?

We are a small team of two people and a cat creating our first game. We’ve read a lot of information about game market and how oversaturated it is. We realize how hard it could be, but we are not afraid to give it a go.

My name is Mark and I’m the one who’s coding, my wife Lena is making art and our cat Schnitzel is doing everything to keep us distracted from work. All other things like creating ideas / picking up music, etc. we are doing together.

It all started when I realized that all I do whenever I have some free time at work is browse reddit and that I should do something more productive – maybe learn coding, something I was interested in since I was a teenager. I found some Unity tutorials and it was so interesting that I started doing them even after work, at home.

At that time Lena had to leave her job because of health issues and she decided to try making art for my tutorial game. It was so interesting and challenging to make a game together that we didn’t notice we were spending all our time on it.

That was the moment we started to take it seriously. Since then we’ve scrapped that first horrible attempt and started from scratch. Hope it turns out to be a nice little game.

We made this blog to keep track of our progress and to share experience with other people like us.

Schnitzel at work