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	<title>Riptide Games &#187; In App Purchase</title>
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	<link>http://www.riptidegames.com</link>
	<description>iPhone and next-gen mobile game development</description>
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		<title>Gravity Sling v1.1 update is now available</title>
		<link>http://www.riptidegames.com/2009/12/gravity-sling-v1-1-update-is-now-available/</link>
		<comments>http://www.riptidegames.com/2009/12/gravity-sling-v1-1-update-is-now-available/#comments</comments>
		<pubDate>Mon, 07 Dec 2009 02:31:08 +0000</pubDate>
		<dc:creator>brian</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[gravity sling]]></category>
		<category><![CDATA[In App Purchase]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[iphone game jam]]></category>

		<guid isPermaLink="false">http://www.riptidegames.com/?p=136</guid>
		<description><![CDATA[What are you waiting for. Go get it from the App Store now!
This update has a lot of big changes and improvements to it. Most notably is that we&#8217;ve introduced moving planets, which adds a huge amount of complexity to the levels that have them. We&#8217;ve also added star pickups to most levels giving you [...]]]></description>
			<content:encoded><![CDATA[<p>What are you waiting for. <a href="http://www.riptidegames.com/links/gravitysling/blog">Go get it from the App Store now!</a></p>
<p>This update has a lot of big changes and improvements to it. Most notably is that we&#8217;ve introduced moving planets, which adds a huge amount of complexity to the levels that have them. We&#8217;ve also added star pickups to most levels giving you more opportunities to earn points on each level. With these changes we added a total of 64 more levels to the game so there&#8217;s a LOT more content to play too. Here&#8217;s a list of all the big changes we&#8217;ve made:</p>
<ul>
<li>Moving Planets</li>
<li>Star Pickups on most levels</li>
<li>64 new levels (4 free + 2 new level packs)</li>
<li>Display indicators for if you&#8217;ve met a level target or not</li>
<li>Better help for the first few levels</li>
<li>Improved game flow between levels and retries</li>
<li>Much better UI performance</li>
<li>Updated OpenFeint to 2.3.1</li>
<li>New achievements</li>
<li>Fixed multi-touch bug in gameplay</li>
<li>Numerous other tweaks and bug fixes</li>
</ul>
<p>We hope you enjoy this update, and as always let us know what else you&#8217;d like to see!</p>
<div id="attachment_138" class="wp-caption alignnone" style="width: 490px"><img class="size-full wp-image-138" title="Gravity Sling Circle of Life" src="http://www.riptidegames.com/wp-content/uploads/2009/12/v1.1_Circle-of-Life.jpg" alt="Circle of Life from Gravity Sling v1.1" width="480" height="320" /><p class="wp-caption-text">Circle of Life from Gravity Sling v1.1</p></div>
<p>Gravity Sling Deluxe has not yet been approved for sale. It is identical to this version except that all level packs are automatically unlocked, and you will need to purchase it from the start (instead of it being free with In App Purchase).</p>
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		<title>In-App Purchase results 2 weeks in</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/</link>
		<comments>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 23:51:59 +0000</pubDate>
		<dc:creator>brian</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[gravity sling]]></category>
		<category><![CDATA[In App Purchase]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[sales data]]></category>

		<guid isPermaLink="false">http://www.riptidegames.com/?p=100</guid>
		<description><![CDATA[Our game Gravity Sling is a free app with 15 levels included and another 30 levels available via In App Purchase (IAP). It was one of the first titles to take advantage of Apple&#8217;s new policy of allowing IAP from within free apps.  Apple announced this policy change on Thursday October 15th, and we submitted [...]]]></description>
			<content:encoded><![CDATA[<p>Our game <a href="http://www.riptidegames.com/links/gravitysling/blog">Gravity Sling</a> is a free app with 15 levels included and another 30 levels available via In App Purchase (IAP). It was one of the first titles to take advantage of Apple&#8217;s new policy of allowing IAP from within free apps.  Apple announced this policy change on Thursday October 15th, and we submitted in the wee hours of the morning on Monday October 19th. It was approved by Apple on Thursday November 5th.</p>
<p>We&#8217;ve always thought that free+IAP was a better way to go for most small-form and simple titles that typically sell for $1.99-$.99 on the app store. Ultimately it provides a better experience for the end user while allowing developers to provide an easier upgrade path for &#8220;Lite&#8221; users who want to go full. However the issue is not whether or not we think it&#8217;s a better way to do things, but if end-users agree and that this type of model can result in a sustainable business.</p>
<p>With that in mind, we have been tracking our sales and a few other metrics fairly closely since launch, and this post is the first of what will likely be several posts in the coming weeks and months sharing our results thus far.</p>
<h3>Results so Far</h3>
<p>Gravity Sling has found some limited success already. It has not (yet) been featured by Apple, but we did get a few decent reviews on iPhone game sites, and several blogs picked it up. In the US, it has been ranked between 25 and 50 in free Puzzle and free Strategy consistently since launch. The most success however has come in Italy and Japan, where Gravity Sling climbed up the Free app charts peaking at #10 of all free apps (#3 of all free games) in each country.</p>
<div id="attachment_101" class="wp-caption alignleft" style="width: 560px"><img class="size-full wp-image-101" title="Gravity Sling MajicRank Tracking" src="http://www.riptidegames.com/wp-content/uploads/2009/11/GravitySling_MajicRankTracking.png" alt="Gravity Slink ranking graph as pulled from MajicRank (highly recommended utility!)" width="550" height="609" /><p class="wp-caption-text">Gravity Sling ranking graph as pulled from MajicRank (highly recommended utility!)</p></div>
<h3>Conversion Rate</h3>
<p>The most important data point we want to know is the overall conversion rate. That is, what % of users who download the game decide to purchase a Level pack via IAP. Right now our overall conversion rate is <strong>1.91%</strong> so approximately 1 out of every 50 people who download Gravity Sling purchase our level pack for $.99. This compares favorably with the typical conversion rate of .7-1% seen in many PC downloadable casual games.</p>
<p>In actual #&#8217;s we have had <strong>66,346</strong> downloads of the app from Nov 5-Nov 22nd and <strong>1,267</strong> sales of the first (and currently only) level pack.</p>
<h3>Purchase Timing / Delay</h3>
<p>We expected there to be something of a delay between a user downloading Gravity Sling for the first time, and when they decided to purchase the Level Pack. What we found is that this is somewhat true, and the delay seems to be about a day, however the delay also appears to increase over time. That is, for the first few days Gravity Sling was available, there was little to no visible delay between downloads per day and purchases per day. 2 weeks later, we&#8217;re seeing that purchases seem to happen 1-2 days after download.</p>
<div id="attachment_104" class="wp-caption alignleft" style="width: 610px"><img class="size-full wp-image-104" title="Gravity Sling Downloads vs Purchase (Global)" src="http://www.riptidegames.com/wp-content/uploads/2009/11/GravitySlingDownloadsvPurchase_global.png" alt="Gravity Sling's global download totals and Level pack purchases per day" width="600" height="424" /><p class="wp-caption-text">Gravity Sling&#39;s global download totals and Level pack purchases per day</p></div>
<h3>Regional Variation</h3>
<p>We have found significant regional variation to our conversion rate. To date almost 85% of our downloads have come from Japan (25,705), Italy (18,434) and the US (13,709). 80% of our purchases have come from the same three countries with the Japan leading (486), followed by the US (406) and then Italy (143). This results in a conversion rate for the US of 2.96%, Japan is at 1.89% and Italy is all the way down at .78%. Or to put this another way, <strong>US users are 3.8 times more likely to purchase a level pack than users in Italy.</strong> The difference between the US and Japan is much less pronounced with the US having a conversion rate 1.5 times higher than Japan.</p>
<div id="attachment_105" class="wp-caption alignleft" style="width: 610px"><img class="size-full wp-image-105" title="Gravity Sling Downloads vs Purchases US" src="http://www.riptidegames.com/wp-content/uploads/2009/11/GravitySlingDownloadsvPurchase_US.png" alt="Gravity Sling downloads and purchases by day for the US" width="600" height="424" /><p class="wp-caption-text">Gravity Sling downloads and purchases by day for the US</p></div>
<div id="attachment_106" class="wp-caption alignleft" style="width: 610px"><img class="size-full wp-image-106" title="Gravity Sling Downloads vs Purchase in Japan" src="http://www.riptidegames.com/wp-content/uploads/2009/11/GravitySlingDownloadsvPurchase_Japan.png" alt="Gravity Sling downloads and purchases by day for Japan" width="600" height="424" /><p class="wp-caption-text">Gravity Sling downloads and purchases by day for Japan</p></div>
<div id="attachment_107" class="wp-caption alignleft" style="width: 610px"><img class="size-full wp-image-107" title="Gravity Sling Downloads vs Purchase in Italy" src="http://www.riptidegames.com/wp-content/uploads/2009/11/GravitySlingDownloadsvPurchase_Italy.png" alt="Gravity Sling downloads and purchases by day in Italy" width="600" height="423" /><p class="wp-caption-text">Gravity Sling downloads and purchases by day in Italy</p></div>
<h3>The OpenFeint effect</h3>
<p>Perhaps the most interesting and somewhat unexpected result we&#8217;ve found is the correlation of OpenFeint usage on purchases. As of last night 55% (36,980) of all Gravity Sling players had submitted a score to one of the leaderboards (which happens automatically for anyone signed into OpenFeint). However 73% (925) of all users who had purchased a level pack were OpenFeint users and had submitted a score to one of the leaderboards. Digging into this further, what we found is that <strong>OpenFeint users are almost 3 times more likely to purchase a level pack than non-OpenFeint users</strong>. Our conversion rate is 3.4% among OpenFeint users and drops to 1.2% for non-OpenFeint users.</p>
<div id="attachment_109" class="wp-caption alignleft" style="width: 610px"><img class="size-full wp-image-109" title="Gravity Sling Conversion Rate OpenFeint vs Non-OpenFeint" src="http://www.riptidegames.com/wp-content/uploads/2009/11/GravitySlingConversionRate_OpenFeintvNonOpenFeint.png" alt="Conversion rate % for OpenFeint and non-OpenFeint users" width="600" height="361" /><p class="wp-caption-text">Conversion rate % for OpenFeint and non-OpenFeint users</p></div>
<p>Also interesting here is that it appears OpenFeint users are more likely to purchase early. In the first few days of app availability over 5% of OpenFeint players bought a level pack, and that has since dropped to our current 3% level.</p>
<h3>Non Monetary Discoveries</h3>
<p>While we still believe that Free + IAP makes the most sense for games like Gravity Sling, there are some tradeoffs aside from the pure technical implementation. Most notably was with regards to reviews and trying to generate media attention at the launch of Gravity Sling. While many sites did cover the game, there were several which would not stating that as a matter of policy, they did not review free applications.</p>
<p>We also were forced to limit Gravity Sling to iPhone OS 3.0 so any users (primarily iPod Touch users) who had not paid to upgrade to the latest OS were unable to play Gravity Sling.</p>
<p>Anecdotally we&#8217;ve also heard that some users were confused by the In App Purchase, and would have liked to have bought the game if they knew how.</p>
<p>The surprising thing here is that there was very little to no user backlash at having paid content in a &#8220;free&#8221; app. We expected this to be a huge concern since this was one of the first free apps with IAP content, but we have not seen any complaints about this yet.</p>
<h3>Conclusions (for now)</h3>
<p>Based on our sales data to date, we can make several conclusions:</p>
<ul>
<li>General conversion rate for IAP is around 2%</li>
<li>Region matters as US conversion is 2.96% while Italy was just .78%</li>
<li>OpenFeint usage is corollary to purchase as OpenFeint users convert 3 times higher than non-OpenFeint users.</li>
</ul>
<h3>Next Steps</h3>
<p>We&#8217;re submitting v1.1 of Gravity Sling to the app store very shortly, and are hoping to learn a lot more once that is released. With v1.0 we did not do a good job of letting the user know that a Level pack was available to purchase. With v1.1 we&#8217;ve added a couple upsell screens to make this more obvious (though hopefully not super annoying!). We&#8217;ve also created 2 new level packs so we can start to learn how many people will purchase multiple level packs.</p>
<p>To address the issues of getting reviews, and allowing OS 2.2.1 we will also be releasing a &#8220;Premium&#8221; version of Gravity Sling for sale. This version will not have any In App Purchase, but will come with everything in the game already unlocked. While our focus will still be on pushing the free+IAP version of Gravity Sling we&#8217;re hoping that the premium version will pick up sales from OS 2.2.1 devices, and other users who aren&#8217;t able or willing to do IAP.</p>
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