Can you elaborate? 1/7th sounds like a stretch because App Store revenue is only double the Play Store revenue, but game revenue could only be equal if Android sells effectively no business software.
Play Store has about twice as many as the App Store. However, I’d estimate the number of apps anyone downloads is closer since Apple does better quality control. And App Store almost certainly has more developer hours behind its apps.
I have to agree with you on this. I've built and sold several "successful" indie apps (iOS, macOS, Android) and almost all had sales well into the many hundreds of thousands $ per annum.
To speak specifically to the Android claims, this author does what so many others have done: Long after the hype has worn down (hype that including mainstream media attention) they eventually get around to an Android port and then report miserable Android sales.
Well, no kidding. I mean if it doesn't have the word of mouth pitch, does this look compelling-
It looks like a hello world app. And the com.yourcompany bit is telling.
We've seen this with a number of much more polished games as well: Release on iOS, get tonnes of press and attention, and then long after the hype has died down release something on Android. Do these people really think those users just sat waiting?
There's quite a few monetization models for games other than just charging for a download (arguably the worst way to get potential customers engaging with your app).
This looks like a source for a leanpub.com book (Book.txt gives it away, and the fact that this is all in a manuscript folder). I don’t think they have a command line tool to build epubs, but you should be able to get an epub from their web site if the author published it there
eCPMs on Android are about 1/3 of iOS but you tend to get more installs so we make about 1/2 on android as we make on iOS. Not sure where the 1/7 comes from
The book was just pushed to Github 3 hours ago, so it is likely still in progress. There is no table of contents, but this page gives a bit of info about the structure of the book, and how to read it:
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[ 0.23 ms ] story [ 65.7 ms ] threadNot true.
Source: I run a mobile apps company with popular apps on Android.
https://www.google.com/amp/s/techcrunch.com/2018/07/16/apple...
https://www.statista.com/statistics/276623/number-of-apps-av...
Where is he getting this $4,000 number from?
To speak specifically to the Android claims, this author does what so many others have done: Long after the hype has worn down (hype that including mainstream media attention) they eventually get around to an Android port and then report miserable Android sales.
Well, no kidding. I mean if it doesn't have the word of mouth pitch, does this look compelling-
https://play.google.com/store/apps/details?id=com.yourcompan...
It looks like a hello world app. And the com.yourcompany bit is telling.
We've seen this with a number of much more polished games as well: Release on iOS, get tonnes of press and attention, and then long after the hype has died down release something on Android. Do these people really think those users just sat waiting?
It actually does. It looked intriguing enough that I bought it without hearing of it beforehand when it came out.
PS: Does anyone know how to build an epub from it?
[1] https://manual.calibre-ebook.com/faq.html#how-do-i-convert-a...
https://gist.github.com/bmaupin/6e3649af73120fac2b6907169632...
https://github.com/amirrajan/survivingtheappstore/blob/maste...