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.
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
- Infinite Tokens (32% of all purchases)
- Full Game (low tier) (24% of all purchases)
- Remove Ads (15% of all purchases)
- Cybervaders Arcade
- Full Game (medium tier)
- Full Game (high tier)
- Evil Buddy Skin
- Pug Buddy Skin
- Robocorn Buddy Skin
- 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 🙂