First Month on the Android Market

Chart showing Android version distributionIt’s been one month now since I published my first app on the Android market. I thought this would be a great time to share some stats from the first few weeks – how many downloads, how much revenue from AdMob, user engagement figures – all that stuff. Hopefully this will give you some idea of how far I’ve come with this first app in one month, and what opportunity there is for further growth. There are plenty of screenshots, so you’ll get to see exactly what has been happening in detail.

Android Market Stats

First up – a bit of history. On April 3rd I uploaded a demo game to the Android Market. This was purely an experiment to see how many people were interested enough to download the preview version. In hindsight, this probably hurt my long-term download figures, but it was an interesting exercise nonetheless. Nearly 100 people downloaded this demo in the first 24 hours.

On April 8th I uploaded the first release version of Tap That! Number. For this release I was expecting similar download numbers to the demo version, but the actual figures were quite underwhelming. Take a look at the graph for the first couple of weeks (starting from the demo release):

Android Developer console showing downloads graph
Download stats for the first two weeks - flat!

As you can see, there was a bit of movement from April 3-4 when the demo was released, but when I published the full version on April 8 there was hardly any change. In fact, there were only a few downloads per day all the way to April 22, by which time there were about 78 total active installs. Not entirely bad for a first app – but I was expecting better.

On April 23, I released the first update – version 1.1. Boy, did that make a difference! Within the next 48 hours, I had a total of 327 active installs. That’s about 100 downloads per day, compared with 3 or 4 per day previously. Why the sudden jump in popularity? It seems that this time, my app was listed in the “Just In” category on the Android Market for a substantial length of time. This meant it was exposed to many more people, ultimately resulting in the increased download numbers.

Android Developer console download graph
Downloads peaked after the first update

As more apps were released of course, Tap That! Number was pushed further down the list, and downloads tapered off again. Most importantly however, active installs did stay relatively level for the next few days. This was a good sign, as it meant people weren’t uninstalling the app en masse!

On May 1, I released another minor update, to see if I could repeat the success from a week before. Again, the install graph tells the story best – 200 new users in two days:

Android Developer Console - Install graph after two updates
Active installs increased dramatically after both updates

Third Party Analytics

Along with one of my later updates, I added Google Analytics tracking to the app. I highly recommend using Google Analytics to track any Android app you intend to distribute. It’s very simple to add the library to your code, and the data collected complements the information available from Google’s Developer Console.

For Tap That! Number, I added event tracking to count the number of “clicks” on each menu item. As an example, the screenshot below shows clicks from the Main Menu for the week after installing the tracking code:

Google Analytics stats table
Click Tracking for the Main Menu

These kind of stats are a wealth of information, which you can use to improve app functionality, or just enjoy watching the hits pour in ¬†ūüėČ One thing I learned from these stats is that nearly everyone who plays one game will click the “Restart” button and play again. Initially I was debating whether or not to add the button, as I wasn’t sure how many people would actually use it. Thanks to Google Analytics, I now have an answer.

Just a few days ago I added Flurry analytics alongside the Google tracking system. It’s a little too early to share any data yet, but in the next month I’ll be evaluating both of them side-by-side. Flurry offers more in-depth statistics about target devices, and application versions. It also includes an integrated error reporting and tracking system, which could come in handy if a large number of errors are being reported from a particular device.

In-App Advertising

I’ve been running AdMob advertising at the bottom of each menu screen, and just above the game board when a game is in progress.

Chart showing AdMob revenue and impressions
Ad Impressions

I’ve been getting a pretty high click-through rate – just over 2%. That’s likely to change as the number of impressions increases, but for now I’m getting an average of $1.13 for every 1,000 impressions. Overall the advertising revenue for this month has been a solid start. Based on the current figures of 937 total installs and $3.88 revenue, I’ve made $0.0249 (two cents) revenue for every install.


So, in summary, this month has seen:

  • Total Installs: 965
  • Active Users: 470
  • Games Played Per Week: ~2,900
  • AdMob Impressions: 3,446
  • AdMob Revenue: $3.88

I’m quite happy with the overall progress, and it’s given me plenty of opportunities to learn. From Google Analytics to AdMob and ScoreNinja, there are several third-party libraries which have integrated nicely. The advertising revenue is off to a good start too. Thanks to everyone who has emailed their support – your kind comments are greatly appreciated! It’s great to know if people find these posts useful (or not!), and if you do have any other comments or questions feel free to send them through. Feedback is always a good thing ūüôā

Moving into the next month (just tipped past 1,000 total installs), I plan to update Tap That! Number further, including additional game modes and possibly a custom high score solution. Also, on the agenda: explore Flurry analytics, and maybe even publish another app!

Update: This post was featured on Hacker News Рread the follow-up.

Do you have a story about beginning Android development that you’d like to share? Please leave a comment, I’d love to hear from you.

Chart showing active install for Android App
Active Installs for the First Month
Developer Console summary for the first month
Developer Console - Summary after the first month
  • R Stranberg

    Hi David,

    Congratulations on the results.  Would really like to see a tutorial on the framework that you used for this game.  Thanks. 


    • Thanks for the feedback Rick. I’ll see what I can do regarding a tutorial – hopefully I will be uploading an Android App template soon that follows the basic framework that I used for this app, and includes the proper AdMob ads layout (which can be a bit tricky!).


      • Rick Stranberg

        Hey, thanks, Dave.¬† I’m really looking forward to it!

  • Ev845asfasd41

     Do you have any advice to getting started with android. I am 14 so i need to start at a basic level. Thanks!. I am 14 so i need to start at a basic level. Thanks!

  • Mark

    Hi David,
    Very inspiring! We can really use posts like this especially for beginner developers like myself. Thanks for sharing some of the things that you used in your game. Now I am planning to use ScoreNinja, Admob and Google Analytics too. ūüôā I am planning to release my first game next month although I still have lots of coding to do. If you can, please do make short tutorials like how to incorporate admob to your app, how to make use of score ninja, etc.

  • Just wanted to thank you for this post, it inspired me to share my own numbers:

    I wish more developers would do this, I think it would help all of us to learn about what strategies work and which ones don’t.

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  • Borchardt

    Hello David,

    great you shared your numbers!
    I did a similar blogpost at I think if you don’t give up and listen to your users, you will reach your 1000-$-goal in a couple of months.


  • Jonshriegl

    I no longer see the point to creating apps and trying to make money with in-app advertising. ¬†You’re making peanuts… I mean peanuts!!! ¬†So am I. ¬†Why do all this work for mere cents? ¬†Advertise yourself to local businesses and offer to make an app that will help their business. ¬†They can pay you outright and give you a living wage!! ¬†I found a local credit union that paid me a few grand to write an app for them. ¬†The apps I wrote on my own using in-app ads have yet to make even $200 and they’ve been on the market for six months!! ¬†

    So I just hate to see more of us developers wasting our time and working hard for nothing. ¬†Get out there and sell your skills as a service to those that could use an app and stop writing free apps expecting users to click on ads. ¬†It’s just a failed business model 99% of the time.

    • That’s a good point about selling app development locally. I’ve actually had one or two opportunities for this myself, although I haven’t taken it up yet. For now I’ll be sticking with the ad-supported app model, and hopefully introducing paid apps once I get Google Checkout sorted out. It’s true that ad revenue is often very low, but I believe with enough effort and commitment it’s possible to succeed. Either way, it’ll be documented here so hopefully a lot of developers can learn from the experience!

    • Asdfasd

      More than that, you’re working for GOOGLE for FREE, actually. You’re making the android market awesome by making so many free/cheap apps, which has helped a lot in getting android established as the cellphone os of choice. Moreover, AdMob is a scam. They pay you peanuts and accept big bucks to lift your app to the featured places in the market. But all that is what it is, it’s obvious, they’re evil, it’s to be expected, whatever. What’s flagrantly absurd is that all you guys are falling in the trap and being happy about it. If you make a good app, price it sensibly. Take what it’s worth, make a free version only if it makes sense, and make it compelling to switch to the paid version in any case.

    • Kameliya Dimova

      I agree with you

    • J Roblez1023

      excuse me im sure everybody here is a wiz on app dev. but i would love to create an app myself …but have noo idea where to look start or equipment to purchase..can anybody offer help?

    • Patrick

      Jonsjriegl, You are only talking about money, OF TODAY.
      When you give service, you made something and gave to them. The next minute you will not have anything than a few bucks which you will eat in some days.
      Creating some thing ourself and doing business with it will fetch us a lot of knowledge and satosfaction, If not money at that greater level as you expect.

  • Thanks for sharing your numbers. At least for games, appearing in the “just in” list can result in some 1,000 new installs. However, I assume that the right timing is also important. I monitored the Market and my own game. If you’re interested in the results:

    • That’s some great analysis Niels, thanks for sharing. I hadn’t realised there was an Android Market API. It could provide some interesting opportunities for gathering data like this.

      • That isn’t
        an official API from Google but the guys did some reverse engineering to access
        the Market the way that Android devices access it. Thus, you won’t get the data
        from your developer console. Websites like appbrain and cyrket do it the same
        way. There is also an API for PHP that I once used to insert statistics in my

  • Thanks for sharing the information! Fairly depressing, stats (a bit more than my blog, and that’s been around for a lot longer+ about programming/smaller niche).

    I look forward to see how it does in the next few months! I read someone else’s blog and when they became a “featured app” – their sales sky rocketed ūüėģ But not something you can really count on.

    Have you tried releasing your app on amazon’s app store, for wider exposure?

    • I haven’t tried Amazon’s app store, simply because it’s US-only at the moment so I can’t even install it on my device! If it does come to Australia it’d be a great one to try out though. I’ve tried using SlideME, but it’s hard to really quantify the results as they don’t have very good developer analytics.

      • You can
        install Amazon’s App Store on your phone (at least I could) and browse the
        store. The only thing I cannot do is download apps.

        One of my free games was approved by Amazon yesterday. So far it got installed
        two times (>1,000 per day in the Android Market). Thus, at the moment I’m
        not sure if it is worth the effort. However, it is free to submit an app to
        Amazon so why not testing it.

        • Ok, I hadn’t realised it was possible to submit apps even if your country can’t yet download them! Just had another go and I can indeed install the Amazon Appstore on my phone. Thanks for the heads up!

          I’ve just submitted my app (Tap That! Number) for approval, will see how it goes.

        • MeazlesMan

          ¬†I am a virgin Android App developer of the first form because I do not know code and use AppInventor’s block to create APPs.

          Check out my Daffy Daffinition App that I coded using their blocks.¬† It’s a play on words with sound and it’s free.

          I have made my first attempt at writing Apps when I came across the AppInventor site in September of 2011.  I tried to sell it for .99 cents but made only one sale when someone suggested giving it away free to get the feedback then submit another version later for a fee.

          So help me by downloading my App and in return I do believe you will love the play on words.

          Also, it is not free as of this date to submit an App to Amazon; it cost $99 and Android Market only charges $25.

          I have received about 252 downloads in three weeks on the Android market and only about 52 were uninstalled.  I am still debating about going to Amazon.

          I plan to add more words and pictures which should give me a spike when I upgrade but then later the new pictures will come with a small 99 cents price after which future upgrades will be free to the users.  So as my collection grows so does their app installation at no additional charge.

  • Robert

    Thanks for the article! Really¬†appreciate¬†you taking the time to write this all up, as I have a decent idea for a game that’s simple and easy to make, yet is addictive and makes you want to constantly play, kinda like tetris. I’ll see what comes out of it ūüôā

    • No worries, Robert. Let me know if you end up publishing your game, I might be able to check it out and give you some feedback ūüôā

  • Fred

    $3.88 in revenue?
    Third world laborers earn more, daily, let alone monthly..Honestly, it’s not even good pocket-money for a schoolkid.

    • True, he could sew tennis shoes for more money but then he wouldn’t have time to write more Android apps and review analytics.

    • Cos

      Third world laborers don’t earn more daily. But yeah, that’s not enough,

  • It is not surprising that you made only 4USD on AdMob, what surprise me is that you are not even remotely depressed by that, I mean, 4USD… WTF?

  • It is not surprising that you made only 4USD on AdMob, what surprise me is that you are not even remotely depressed by that, I mean, 4USD… WTF?

    • Antonio Zipper

      I don’t understand it either. All that hard work just to be satisfied with less than 4 measly dollars. You can work at McDonalds for 30 minutes and make that money, just to put it in perspective.

      • Jon

        That’s technically true, but you’re not taking into account the satisfaction inherent to making something. Besides the fact that this has been an invaluable¬†learning experience, this dev can at least take pride in knowing that he built something that is meaningful to people. You can’t get that kind of satisfaction at McDonalds (unless you consider making cheeseburgers as a means of delivering meaningful satisfaction).

    • $4 isn’t much, but as a starting figure for a free Android app (no marketing) I’m not complaining. Kreci ( has been going for a while, he started off small and is now making over $1,000 per month from advertising in free apps alone. I think the main point here is to learn from the experience – and look at the long term improvement.

      • lrAndroid

        One thing that really helped me was using Airpush. ¬†It sends ads to the users’ notification bar, and they’re much more likely to click them. ¬†I used AdMob for two months, eventually getting to where I average around 35 cents per day. ¬†I used airpush for a week, and averaged $2.40 per day. ¬†AdMob spikes when I send out updates, going from 35 cents to around $1.10 the day of the update, and about $1.40 the following day. ¬†Airpush spikes, but it’s not nearly as dramatic — I go from $2.50 per day to $4 the day of the update. ¬†Although a lot of people hate Airpush, users don’t seem willing to give up a free app just because of advertising. ¬†Since I’ve started using it, I haven’t noticed any decline in active installs (though I have gotten a couple negative comments because of it). ¬†For having only around 1500 users, $3/day isn’t bad, though it’s hardly a substancial income.

        Just though I’d share this. ¬†Hopefully it helps someone.

        • Xfxgfx

          Only do this if you really want to piss off your users, kill your app’s rating, and potentially get your app removed from the Market.

          An app called APNdroid implemented AirPush and was quickly suspended when its angry userbase marked the app as “malicious” en masse.

 for very small apps or for apps that don’t really care about maintaining a decent rating, AirPush is fine. ¬†But if you want to have a decent active install rate and satisfied users (unfortunately I don’t think the latter is of much importance to a number of developers), I would recommend against AirPush.

        • Tony Li

          I worked with two people in an Android developers meetup last week and both are using Aipush. They were talking about the negative feedback they received, and the entire room came to the conclusion that almost all of the negative feedback was from the same person. Also almost 100 of the negative reviews had similar verbiage and terms not generally used by the common consumer or user. Even with the feedback, both are making more money on Airpush than with Admob. Both also have Admob and Airpush ads. They both also agreed that the Admob ads took up real estate on the screen where as the Airpush ads were much more developer friendly because there was not modification to any layout files.Google should actually go after the writer of the comments. I have since posted a cheapo app on the market and I too received the same comments with the same verbiage. I don’t think it is a spammer – just someone who hates Airpush and has a personal spite against them. Too bad because the push ads monetize great and no one complains when google+ or facebook send messages to your notification bar, only that one person.

          • dedmondson

            I think you are either deluded or you work for Airpush. Ads Having your apps silently introduce push adds to user devices is not ethical and down right selfish since all you seem to care about is the cash. Develop a quality app that users like and monetize it fairly. Jeesh! one person against Airpush.. get real!

          • Bruno Pedro

            you are mad? you think is someone installing every app with airpush and going rage on the comments? no one likes ads pending in the notification bar, i personally uninstall every app with those, it’s legit to use them though, no one saying the opposite

      • lrAndroid

        One thing that really helped me was using Airpush. ¬†It sends ads to the users’ notification bar, and they’re much more likely to click them. ¬†I used AdMob for two months, eventually getting to where I average around 35 cents per day. ¬†I used airpush for a week, and averaged $2.40 per day. ¬†AdMob spikes when I send out updates, going from 35 cents to around $1.10 the day of the update, and about $1.40 the following day. ¬†Airpush spikes, but it’s not nearly as dramatic — I go from $2.50 per day to $4 the day of the update. ¬†Although a lot of people hate Airpush, users don’t seem willing to give up a free app just because of advertising. ¬†Since I’ve started using it, I haven’t noticed any decline in active installs (though I have gotten a couple negative comments because of it). ¬†For having only around 1500 users, $3/day isn’t bad, though it’s hardly a substancial income.

        Just though I’d share this. ¬†Hopefully it helps someone.

      • Guest makes over $1,000,000 a year from free apps alone. there IS money to be made from ads in apps.

    • Rstranberg

      Well I think it’s good experience to start and it’s kind of fun to see some fruit no matter how little from an experiment.¬† Like Dave said, he’s going to be working on a paid version.¬† We all have to start somewhere.¬† I’m still working on mine which involves threads and is very similar to Dave’s (doesn’t involve a grid of buttons tapping numbers). ¬† I’m reading about threads now and have a ways to go.¬† Dave, if you had something you post about threads that would be great!

  • You’d have made more if you’d have charged $1 for the app and sold only 4 copies!

  • I found this post on Twitter by what I think was a few iOS dev’s using it as a knock on how Android Users suck and iOS is just better. ¬†Mind you nothing of the sort was said in the tweet..just my take on tweeting something like this. ¬†But what I would find very interesting is if someone released the same game/app on iOS and Android and any other mobile platform and released the ad stats from them. ¬†I want to learn Android development…and this post doesn’t deter me. ¬†Guess I’m not in it to make money. ¬†Keep up the good work. ¬†Good luck.

    • Thanks Nick, I’ve just started seeing those tweets come in too ūüôā It would definitely be interesting to compare ad stats for another platform. I suspect the advertising revenue on iOS isn’t that much better than Android – although paid apps have a much better mindshare on the Apple platform. In fact, my latest post deals with an iOS developer’s experience on this very topic.

      Anyway, I’m working on getting a paid version of Tap That! Number published soon. Should be able to compare the two and see how the free vs. paid versions go in the short term and long term.

      • Eugene

        My experience is that iAds isn’t much better. The aim for you here should be to have this as a side income and to get a job as a dev. People use free apps to advertise and brand. And pay good money. So it’s good to have apps in the store.

  • Tuscanidream


    If I donated a dollar to this dev, I would have donated 20% of his income for the month.

    Ps try offering a trial and paid version of the app. We all hate ads. You might have better luck. If it’s a good app, people will buy it.

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  • Lordraider


    If you really want to make money with ads in you game / app like for example Kreci. You need at least +- 2500 downloads a day, that number will give you +- 4 to 15 dollar a day depending on the click through rate. If it is around 3% and your ecpm is around 0.7$ it is quite ok. Build small apps that are sought by many people. I’ve build several small apps (about one or 4 days of work) and some where succesfull others not. I’m now getting between 10$ and 20$ a day which is quite nice :). My downloads are stable. Off course you could make a kickass game that gets immense popular and earns you 1000$ a day. But making a game that is a succes is difficult. Try maybe building small amusement apps. Many small apps can give big revenue. let’s say 20 apps that earn you 4$ a day in revenue. Do the math, that’s 80$ a day..

  • All business ventures has its ups and downs. ¬†It’s great to see that you are very optimistic about your business even when it’s still down. ¬†Good luck to you ūüôā

  • Doptimist

    Just wondering, the line graphs you are showing above, are they generic to the Marketplace Developer tools or did you create them using Google Analytics.  Nice 

    • Those graphs are the standard ones viewable in the Android Developer Console. You can actually make similar charts in Google Docs, which is what I’ve been doing for the past month or so. I prefer to have the data in a spreadsheet so I can analyse it differently.

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  • I make an average of $20 a day with Millennial Media, I did quit admob months ago. The only difference is that I have 15 apps with more than 20000+ active users among all of them receiving 50,000+ impressions per day. I’ve been doing this for more than a year now and at the¬†beginning it was really depressing. I am getting between $500-$600 a month now, it is far from life changing but it is encouraging as the platform becomes more predominant (can’t wait for the holiday season).

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  • Eyefreelance
  • Anonymous

    Wow and i thought i was one of the guys with low downloads rates, I released the app 4 days ago and m getting an exponential increase in download until now. At 10000 downloads i am earning around $10 a day in just 4 days.
    Here’s a suggestion to all the developers, don’t waste your time in making an app unless you have really good idea or unless u have skill to make a super awesome game.

    • Rstranberg

      Hi rigy73,

      Would you care to share with us what a good app looks like?  Not trying to be smart, just curious.


  • Anonymous

    How should I (developer) decide shall i make it free and earn via ads or sell only 5-10 copies and make decent money ?

    Answer appreciated.

  • Thanks for this post. ¬†How did you get your application distributed? ¬†We’ve placed our games on the Android Market and promoted the games just as we have done to promote iOS games – links from our website, and the success of the iOS games are of a magnitude MUCH higher.

    It’s almost as though the Android Market is alien to most consumers?

  • Sunny

    Hi There ! How the progress now ? I’m also an android developing trying my app for the first time. As far as my situation goes i need to make some money per month at least 200$ to start with (so that i can pay my bills). Do you think its worth the time & effort ?

  • Anonymous

    Thanks for sharing, I’m doing about $1-$2.50 per day myself so yeah those are some pretty low numbers, but its surprising what kind of apps make money on the Market, my more¬†useful¬†apps make diddly but he¬†gimmicky¬†stuff makes way more with less installs. Also I think most clicks are accidental,¬†that’s¬†why some devs (Angry Birds!) put the Ads right in the middle of¬†game-play¬†to maximize profits.

    Its strange because you seem to have good reviews but no downloads, maybe the gaming category is a difficult one, switch it to Educational for a few weeks and see what happens.It can be discouraging especially as it seems¬†Google¬†are only interested in promoting the big boys to the front pages or paid apps, I think they are trying to close the gap with the App Store in terms of “App sales revenue”.Whatever you do, DO NOT install¬†air-push¬†like someone suggested they are pretty hated by users and Google¬†banned¬†some apps that were using it.

  • Manne84

    Don’t listen to all the other losers, everyone has to start somewhere. I am just starting kind of a similar blog to yours, although I am much earlier in the process than you, I have just started my journey from total beginner to publishing my first app on the Android Market ūüôā

    Follow it if you like on my blog:

  • Unjustentertainment  A fun 2 player android game Speed Tappers!!!!! finally released just click the link above!! Please Support

  • Sivarttechnology

    Nice write-up!¬† We are the developers of “Word Crank” a new Android
    App.  Please check out the stats on our first week on the market.  Very
    encouraging to see how far your app has come.  Any further advice would
    definitely be appreciated.

  • Johannes Lindgren

    i’ve earned just below 5$ with my first and only app so far. So advertising sucks ūüôĀ
    Feel free to download it thougt, “Psych Insight” is the name and is only available on android marketplace.

  • Anonymous

    There are better alternatives. GIveMeApps doesn’t charge developer fees, and gives developers 100% of their profits. They also help market your app with reviews, have customizable store fronts with social media tools and blog/news feeds to help you do business, all with an active forum to boot. Check them out. GiveMeApps.

  • I have just developed an application, but I don’t want to release it untill I have a privacy policy and Terms and Conditions on it. I am not a lawyer so I can’t write my own. I know a lot of developers even when they are indi and have no money have professional Terms and Conditions on the application and Privacy Policy. I have searched and searched but did not find one person with the same question.¬† Any Help guys from one Dev. to another Dev.

    BTW I just bought your book, havent read it yet, but when I finishe it I will leave a feed back on it.

    • Xfxgfx

      I would be willing to bet 90% of the indie/small developers you see with ToS/Privacy Policies in their apps copy and pasted a professional one from a larger app and Ctrl+H’d their app’s name in. ¬†This, as far as I can imagine, isn’t legal, but I’m sure that’s what they do anyway.

      The reality of it is that you probably don’t need a Terms/Privacy Policy document, unless you’re seriously collecting a lot of data or planning on a very high-traffic/high use app. ¬†When you’re starting out and just have a few hundred users, a ToC isn’t necessary (or just create your own very simple one with a clause stating that it can be changed at any time, for any reason, without notice).

      If you’re serious about it though, you absolutely should get a lawyer to write one up for you. ¬†It’s not terribly expensive for a generic boilerplate one, and it’s certainly cheaper than a lawsuit.

      See this SO answer for more:

  • Gratz on getting your app out and making a bit of money
    from it. I recommend that you create a HD version and charge $0.99 for

    We have been in the app market for a while now I’m
    afraid it is not very pretty. Heres approximate figures for our game BattleBalzl
    Chaos (

    * Samsung Bada ‚Äď Around 500 <$1

    * Android ‚Äď 80 <$1 sales

    * Android Lite ‚Äď Around 4k downloads (no

    * Android FREE (released around 12-16 hours ago) ‚Äď
    Around 1k downloads + a further 4-5k from other sources. We just started running ads in the free version and we have 6k
    impressions in the last 12-16 hours, earnings = $0.24 (truly

    * iPhone/iPad/iPod ‚Äď Around 400 <$1

    * iPhone/iPad/iPod Lite ‚Äď Around 5000 downloads
    (around 20 upgrades)

    * Windows Phone 7 ‚Äď Around 400
    trials with 7 <$2 sales

    Admittedly I do believe that we didn’t make our
    ‚Äúlite‚ÄĚ version lite enough, so we may have lost a few hundred sales across
    platforms, but even with those extra sales, the game will not have made its
    development costs back.

    We also released an app Funky Cam 3D ( which is
    doing much much better on iOS (5x better thus far), but much worse on Android,
    but still not earning enough to pay for its development. The Ad supported
    version of Funky Cam 3D is earning approximately 6x as much revenue in ads as

    Both of these apps have been aggressively marketed
    (Google either app to see how much marketing they have had)

    A few things to note:

    * Apps seem to be better at generating ad revenue than games

    * Unless you have a ground breaking idea dont sink much money into
    developing for smart phones

    * Dont rely on the ad supported model to make money because its

    * Aggressive marketing doesnt help that much, the success of an app seems
    to be deemed by its initial purchases on day of release / initial exposure

    * AdMob shows the same old 2-3 ads time and time and time and time and time
    again (get the picture?) No wonder users won’t click on them.

    App development has been sold to developers by the app stores as a get rich  

  • Nabilajmal

    david can you contact me somehow? i need a little help!

  • Hi. I’m trying to make some money on Android market like you.

    I released my first game Even Or Odd ( on July.

    I’m not getting too much downloads but it was expected taking in account I’ve made a too simple game.

    I released it free with ads to get a grasp of this way of monetization.

    The same way as you and Kreci ( I’m planning to publish on my site ( my experience.

    I think that sharing experience as you’re doing is very important.


  • Timothy

    The problem is his app is a game, which most android users don’t download unless it’s angry birds or something they truly recognize. For small developers, start making productivity apps. I started making apps a little over a year ago, and I now earn $1,500 from my paid apps, and $100 from the free versions of the paid apps. Also, getting your app featured on a website, like appbrain will really help. I think it’s all up to chance/quality of the app to get featured, but when my app got featured, profits skyrocketed and they haven’t slowed even though my app is no longer featured on the website.

  • Photo3d Apps

    Hi David, I have my income report for the first month too. It is really
    interesting that my admob impression is 22604, but revenue for a month
    is only $3.88. How did you make high eCPM, CTR?

  • hammY
  • Poetology11

    Thanks for taking the time to write this. I am just about to venture into the same thing.

  • Andy

    I just published my first app, “Macho Church.” ¬†I can’t imagine posting the same numbers as you though. ¬†We’ll see.

  • weston

    My first app had a similar underwhelming response. But my next, a¬†full 3D game took off in a way I never thought it would and has been steadily getting 5K downloads a day, from day 1, 2500 of which don’t uninstall. I don’t know if a 50% keep rate is great, but +2500/day I am very happy with. There are no adds yet, I don’t see the point until I have a very large¬†userbase > 250K, plus an option for a premium no adds version as an alternative. It certainly isn’t worth pissing people off with ads for $3.88 a month.

    • akcrew

      If you aren’t using ads how are you making money? Did you mean you are charging a small amount for download?

  • Matthew Rhoden

    Could you please help a n00b like myself and tell me how you viewed the sales trends of your application. I would appreciate it very much.

  • Abc

    I enjoyed reading all the comments.. at the end of it, i decided not to plan app development with ad based revenue as primary source of income.

  • Athir_gillani


    $4 for the first app, sound kind of depressing. Can you share your experience about AdMob a bit more. You have earned only through per 1000 impressions, I think they also offer money for per click basis, I have heard a few of ad networks which pay for “Per installs”, perhaps 30 to 50 cents per install. In this case if you also have managed 10 installs from your 950 users, you would have made $4 more.

    Please share your experience in regard for per clicks or per installs methods.


  • weson

    My tip is to create a great game/app first and then worry about making money!

    This¬†sounds obvious to most, but there are a lot of really unpopular games/apps out there with adverts. Honestly, what is the point of having adverts when you¬†got¬†1K users, your article¬†proves there is no point to adverts without a decent user base. Also you can say “no adverts” to draw people in early on (scruples are great if you can afford them!)

    So concentrate on the game first, and the revenue can follow later.

    I myself, make $10 per day in advert revenue, which is good for only my second game. I can’t give you advert figures without breaking the terms and conditions, but to give you idea of my game’s scale I’m on 200K downloads and I get 15K new downloads a day¬†but adverts been in place only a week, so I¬†fully expect¬†my $10 figure will increase over time as my existing user base updates.

    And how do I not piss people off when they update and see adverts? I only put them where it does not affect gameplay, it makes sence as you do not get money for showing them only on clicks, so no need to ram them down peoples throat, show them when the game is not active, like on a menu.

    • Tassach

      Weson,¬†¬† That is a great attitude to have if you are a hobbyist or a kid living in your mom’s basement, but it’s a guaranteed road to failure if you are run a business and support your family.

      What you describe is EXACTLY what caused the first web bubble — lots of people writing software with no plan and no clue on how to monetize their creations.¬† 99% of them failed and left their workers unemployed and their investors bankrupt.¬†¬† Time is money, if you are spending your time working for free without a plan on how to recoup your investment, you are a fool.

      That is not to say that that there isn’t money to be made in free software.¬† There are many successful companies based around free software, mostly making their money through professional services or support contracts. ¬†¬† It is also great advertising for you as a programmer — my contributions to open source projects have led to several 5 and 6 figure consulting contracts even tough I haven’t made a dime off my work directly.

  • Plugie

    You inspire me !!!
    I am just beginner making money with free android apps.only about $0.5 a day now from admobvisit my blog: http://android.plugie.comand try my apps : you very much

  • Plugie

    sorry i miss typo.. it should be only $0.05 a day. very sad right ? but i hope.. hope and hope.. someday will hit market…

    just do the best what i can do… not become the best among others

  • Me

    Interesting read, we have just released a soundboard on andriod that we charge 0.99p ( i am un the uk) and we sold 300 in two days, so its interestign to see these figures re mobile ads and the return on investment.

    we are just workingon update 1 – of three that we have strategicly planned so i will let yuou knwo if the figures bounce back up on the updates.

  • beyond

    Thanks for the info. Was looking if I should charge or use AdMobs. I may start off with a free version using AdMobs, then have an upgrade that costs.

  • Awesome post! As a a new android game designer I’ve been looking for information on how to get statistics after the game is released and never realized it was as easy as implementing Google Analytics or Flurry. Your info showing how much your downloads spike with each new update is quite intriguing as well. Our game is going to consist of ~25 different levels and now I’m thinking we may revise our rollout strategy to start with 10-15 levels and then add another 5 every week or so. I’m glad I came upon this while still in development because now I can implement the analytics early so that I can really pay attention to what I’ll be tracking. Thank you, and I hope you’ll check out our blog ( to see our game development process starting at day 1. We’re hoping to get input from other developers and users while stil in design to help us along the way. We’re even thinking about offering a private beta to readers of our blog to get usage statistics before the full game is released. Again, great work!

  • Awesome post! As a a new android game designer I’ve been looking for information on how to get statistics after the game is released and never realized it was as easy as implementing Google Analytics or Flurry. Your info showing how much your downloads spike with each new update is quite intriguing as well. Our game is going to consist of ~25 different levels and now I’m thinking we may revise our rollout strategy to start with 10-15 levels and then add another 5 every week or so. I’m glad I came upon this while still in development because now I can implement the analytics early so that I can really pay attention to what I’ll be tracking. Thank you, and I hope you’ll check out our blog ( to see our game development process starting at day 1. We’re hoping to get input from other developers and users while still in design to help us along the way. We’re even thinking about offering a private beta to readers of our blog to get usage statistics before the full game is released. Again, great work!

  • Jari BeguŇ°

    The 3,88$ are soooo not worth all the work with the app and paying 25$ to be able to upload your app to Market!
    So, you lost… 21,12 dollars … And Mic Pringle is right… sell the app for 1$ and you’ll make more money!

  • Hervens

    I’d like to thank the author for preventing me to do a terrible mistake by developing in add supported android games.¬†
    I’m initially a BlackBerry app developper, and I have 3 paid apps making right $500-600/month total, and I thought I was doing bad….

    Well, I guess Ill stick to BlackBerry and windows mobile.

  • Here are our updated Android download stats as of the 16th October 2011:

    Appia ‚Äď 93014 downloads (no stopping Appia)
    Our own web site ‚Äď 22,000 (stopped tracking, its too much effort)
    SlideMe ‚Äď 14260 downloads (slight jump)
    Android Market ‚Äď 12233 downloads (slight jump)
    Mobango ‚Äď 5109 downloads (slight increase)
    AndroidFreeware ‚Äď 3317 downloads (slight increase)
    1Mobile ‚Äď 1955 downloads
    Mobiles24 ‚Äď 1770 downloads (slight increase)
    AndroidPit ‚Äď 473 downloads (slight increase)
    GetJar ‚Äď 400 downloads (up a bit)
    Mikandi ‚Äď 284 downloads (up a little)
    Amazon App Store ‚Äď 128 downloads over 2-3 months (This is the paid version but Amazon have had it free that long it counts as free for this article)
    Handster ‚Äď 103 downloads (tiny increase but still low figures)
    Fasmicro ‚Äď 34 downloads (new addition, around 2 months data)
    Appoke ‚Äď 2 downloads (new addition, live 6 days)
    Mobireach ‚Äď 2 download (new addition, 4 weeks data) mall ‚Äď 2 downloads (we got another download¬†¬†)
    CNET ‚Äď 1 download (new addition, 5 weeks of data)

    You can see the history of our Android stats at

    As you can see, Android market is not the only market and not even the best market to distribute, especially freemium / free ad supported apps). I wrote a blog that covers most of the Android app stores at, I also put together a list of submissions guidelines to ease the process.

    One thing that I think is massively missing from the Android market is the ability to go from paid->free->paid so you can price play for increased chart position. You can however do that to some extend on the other Android markets.

    Our app is AdMob supported and we get around 10-12k ad impressions per day, unfortunately our eCPM is $0.70 and our CTR is around 2%, so we do not earn much. I would recommend going for someone like MobFox as they have a higher eCPM.

    I hope this post and my blogs help you guys increase your revenues. 

  • Govinda Keshavdas

    Hi man , you wont believe how good  a resource such an honest and well documented article is . 
    Articles like this is what the internet lacks. True stories of success and failure. It paints a rational picture of this market . Please dont give the writer stick for $4 figure. Not like any of you could have done any better. It takes courage to write an article like this.

    • Armands

      Really good comment!

      I am also already preparing some apps and I will let you know how it is going. As many of us, I think my games can be success storry, but will see. ūüôā

      Good luck everyone!

  • Nerd Rage

    Bare with me here, I may just be this slow to learn. I realize I’ve already shot myself in the foot.
    If no one else is disturbed by the predatory nature of this strategy for making profit, I’m gonna go ahead and say it: Google and the wireless supporters lied. Remember the pulverizing emphasis placed on how different droid would be from iphone? How much would be at our fingertips free of charge (of course, with the exception of known premium services)? The promises of being free, for once, of microtransactions? “Sure!” we were told, “it’s totally free! The devs make their money from running ads in the apps, everyone is happy.” And we were, until the idea crept into droid devs’ minds that, “Maybe microtransactions aren’t such an evil invention after all. Hell, it’s only a dollar or four!”
    You KNEW about the flaws within the free version (just as most devs do), and had planned a paid version from the beginning. Totally understandable. The most disturbing and unethical part is, not only are you charging customers to have and use your “refined” app, you’re profiting even further by leaving the ads on the app!
    It’s not really the amount of money being spent that’s troublesome: it’s the fact that we the consumers, or most of us (obviously I’m one), are still in the mindset that what we just downloaded is free. Because our soon-to-be buds said so. That is, until we get the really awesome message, after using the app for a few days that-guess what? This was just a demo! Or, my favorite, we’re told in the “What’s New” box on the market that this update is fixing minor bugs or, “This is a maintenance release.” But after updating, the only “bugs” that were fixed were apparently spots on the screen that were not yet telling us where to meet hot singles.
    This is more pointed at just how it’s gotten, and not at you or your apps specifically. Just seeing this article was proof of my theory. (I was also temporarily possessed by Insanity Wolf)

    TL;DR TL;DR TL;DR I know. I’ve just stopped using a lot of apps because of these trappings..

  • Hi.¬†
    I published My 4th income report that includes earnings from android games, ads and url shortener. 

    You can see it here

  • Bskaer1

    I have a question for you. I am thinking about joining android with News feed apps. I have the ability to make up to around 10 apps. I am wondering whether I should charge .99$ per app, or just do the admobs and see what happens. This app has a 30 minute based usage per impression. So just wanted to know what you think.

    Also, your optimistic state is very inspiring. I have been making iPhone apps for 9 months now, and I am averaging 1,200$ a month now on that. I would like to expand to android and maybe do another 1,200$

    • I’d recommend advertising based on my experiences. I’ve only made one paid app so far, and I’ve really struggled to get people to download it at any price. Whereas I’m making quite a lot from my free apps at present. And even if you don’t make so much money from free users directly, they’re still an active install. You’ve got the visibility, & can introduce more effective monetization options in the future if need be. So I like the flexibility & better growth which the free/ad-supported model offers.

  • Khriskooper

    I would cut my losses and focus on developing other apps. ¬†Unfortunately this one doesn’t seem to have created the right buzz in the market, and probably the best visibility you’ll achieve on the market is straight after release. ¬†Also, the new market app doesn’t have a ‘just in’ area anymore so updates go unnoticed. ¬†I think people realised they could keep updating just for promotional reasons so Google rightly put a stop to that.


    I heard you all could make MILLIONS by working at McDonalds, serving $.99 double cheeseburgers! Plus you get free food while working there! You get a solid check every two weeks to feed your kids with!

    Why don’t you all wake up? There is no money in these game “apps”. The only entities making money are Google, Amazon, Facebook, Apple, and Zynga. The rest of you are just hangers-on.

    How much money is Google making from “ads”? Answer: $38 billion. How much are developers making from ads? Answer: You said $.07 after 1000 clicks or something? Google is the one making the money.

    Why not solicit your own advertisers and have them pay you directly (or does Google have a stranglehold so devs have to go through AdMob, Adsense, ect?), or envoke product placement in the games (I don’t think Google, Apple, et al can touch that money because that counts as “production”).

    Don’t let them put ads in your content and give you 7 cents. Find another way and drop Admob and the others. Like somebody else here said: they’re garbage, and they’re “users”. They can put their tired ads somplace else.

    • Ben

      Wow you’re a tard and obviously know nothing about good data or math. Which both were used when this article was written.

      • Chris Onyando

        Hey Bully,
        FYI using google’s ad network works well coz it takes a whole lots of work……(Targeting the ads and getting clients to advertise). So, while both of you serve double cheese burgers, this dude makes an extra 4 dollars from his app which runs with not much input.¬†

    • The guy was making eCPM of around 1$ per 1,000 app impressions, which basically means whenever the ad changes it counts as an impression.

      If you make a really good app, there are tons of individuals who have created apps with millions and practically billions of page impressions, making them thousands or even millions of dollars. But you need to be very creative to make something that appealing to the masses…

      The real revenue stream is when you release a paid version which improves over your free version. If you make a premium version valued at 5$ you get 70% of that revenue, 3.5$… it’s not difficult to sell a few thousands copies of a Java app, let me tell you.

      Then taking that money and either re-investing in other business or paying others and building a development team to improve and market the app makes for a good side job, and many have created full time employment out of it.

      The “other way” you suggest is have the free -> premium versions, the paid version having no advertisements and improvements on features plus the newest bug fixes and patches, and most of your revenue is now coming from the premium copies sold.

  • Mauricio Guerrero

    I just recently published my app (LG Esteem Optimizer) and I have to say it’s going very well. I started at 2.99 Into price (will bump up a dollar after a few more features). ¬†I’m added about 7 updates this week. ¬†It’s been about 7 days and already have around 80 purchases, and keep in mind it only targets a single phone. What I wanted to know was in your “View Merchant Account” Section I’m noticing people buying stuff since 2 days ago and they’ve been authorized but not green (charged and shipped). ¬†I don’t understand why some turn green after a couple hours and some seem to be taking days?. I haven’t gotten any emails from customers so i’m assuming it’s working ok. Do they just update randomly or what? By the way, there IS money to be made. $100ish for my first week on the market, first app made. Increasing daily. There’s no money to be made on ads.

    • Great to hear about your success with your first app! I’ve also seen similar behaviour with the Merchant Account for my paid app, not sure what’s going on there. Perhaps there’ll be something on Google Groups, if you’ve got some time to spare searching for it….

      $100 is great for first week on the market. It’s way more than I’ve made from the only paid app I ever released ūüôā But I’d beg to differ about your statement “there’s no money to be made on ads”. Last month I actually made over $1000 purely from advertising in a free app. Still working on the income report for that one, but just thought I’d let you know, there’s money to be made, if you can get in the right place at the right time ūüôā

  • Mmpgold
    • Are U still looking? send email to [email protected]:disqus .com to discuss and I’ll link you with our developers,

  • Recently updated my app for the first time but it really brought a huge increase in installs¬†

  • Bindeshkumarsingh

    I am happy that people like you are honest and serious about the business sharing the real figures of your work.

    This article is a must read for developers working on Ad-supported apps for making their livings. Because they are just agitated by hearing $1000…/month, when they will read this, posers will leave this¬†business but the stronger will be positive on way to say, if such a simple app can make a $ then all i need is to put a really nice product.

    Once you know you can earn by something, then its up to your struggle how much you can earn. 

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  • Earth star

    Forget about all kind of lost and win stuff,just think for enjoyable 

    android,iphone,balckberry and many other mobile application development and and mach  

    more to do just go on  
    the heuristic site for the application development.. !!!!..          

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  • Finding this site made all the work I did to find it look like nothing. The reason being that this is such an informative post. I wanted to thank you for this special read of the subject. I definitely savored every little bit of it and I submitted your site to some of the biggest social networks so others can find your blog.

    new android games

  • Lmfao

    What i am wondering is what he did with the $3.88? lol

    • Lol

      Hot coffee anyone?

      • Nick

        With his $3.88 he bought ‘one’ cup of Starbuck’s smallest finest coffee ūüôā which is a reward in it self!

  • This was purely an experiment to see how many people were interested
    enough to download the preview version. In hindsight, this probably hurt
    my long-term download figures,

  • thank 4 share

  • Blue Stacks

    To see such analysis we can predict that the first month clearly belong to android. I am so much pleased to share that we can play angry bird with the help of Angry Birds PC Version and it is all free.

  • Guest

    nice companion article to this over a longer period of time:

    this guy didnt make much the first month either

  • Just so you know, Google’s market stats had a terrible bug a few months ago that caused updates to be seen as new users thus looking like a spike in downloads. ¬†They’ve since fixed this issue. ¬†I’m a publisher and we saw the same thing until it was corrected.

  • People mentioning McDonalds etc are losers. People with no ambition and are quite happy to jump on the band wagon and keep putting people down. It’s hard, no doubt, but if you can find that niche in the market and make big money you can set there rolling in the money laughing at losers like you – have fun in your little shitty McDonalds jobs!

  • Bhim Kundu

    This article has been helpful for me when I got started in app arena , I have summarized my efforts in this post…….

  • Thanks for your excellent information. Google Analytics is a good idea for smartphone apps. I use GA for my websites. I am curious how you managed to get 100 downloads in the first 24 hours, as well as the ongoing user uptake. If you would like to share your experience/insights on marketing and promotion, I would really appreciate that.

    I recently posted my app in the Android Market and today I posted a “give-away” app that advertises my other app. Both are free apps. But both require marketing and promotion to get it started.

  • Nnnccc

    very insightful, thank you

  • Hey,nice post You have put huge information in a single blog.I like this & would like to read your more updates.Keep sharing with us in future too.

  • tajzulu

    Check out Cherry Chaser Slot Machine on the Android Market! 12000 downloads in 10 days

  • Alexis

    Great article, thank you for sharing your experience. This really encourages enthusiasts developers to publish their apps on the market, even if it is solely to play with download stats, trying to improve user experience and seeing how people are reacting. How much money we can earn is not my concern for now. I have a lots of thing to learn, thank you for sharing this.

  • well written article.I really appreciate your writing skills.Its great.I would never have normally come here to read the blogs but I‚Äôm really glad I did. Will definitely be coming back.

  • Great post. Here‚Äôs a free developer program you can join to increase your knowledge and credibility in cloud application development. Get certified and bid on Caspio-specific projects to earn more money

  • Anonymous

    Just posted my first android app this week. I would love to share my experience. I’ll provide more details next week when I feel comfortable that app is 100%. This is a test run for me and am a little nervous about have errors!

  • Do you know? I found many website but I can‚Äôt see imformation for me. And now, I feel happy because your imformation is very useful. Thank you very much!.¬†

  • Uriah

    Great data and feedback from many on the thread. ¬†I wish you continued success. Looking at the amount of revenue generated, it doesn’t seem to be worth using an advertising network (ie..AdMobd) when you launch your app. ¬†You might have been able to sell the advertising space to 1- 10 businesses at 5-25 bucks a month (and may have made more). I think this way…you may have seen a little bit more money however not much work needed to get such a small number of businesses to commit. ¬†I have been researching the many ways to monetize and have a couple of thoughts on this subject, however wanted to know what everyone thought about this model as it still seems to be open model.

  • Nice tutor.Your way of representation is too good.You have elaborate each & every thing so clearly.I like this. Keep in touch with us in future¬† too.

  • Anonymous

    Thank you for your selfless share, your article is well written, very much like your article, looking forward to your next update.colleague also welcome blogger to my blog of giving directions, thank you.

  • Mark Forrest

    One thing that really helped me was using Airpush.  It sends ads to the
    users’ notification bar, and they’re much more likely to click them. ¬†I
    used AdMob for two months, eventually getting to where I average around
    35 cents per day.

  • Rajiv Riccardo Thakar

    just making an app and publishing it is a success in itself! Some people are so negative it’s unreal, that’s why I made an app called NeggyMeter to protect myself from their neggy¬†

  • Ashkerdoodles

    Very helpful article and comments!I’m looking for a programmer for my Android game, commission % based, paid¬†from profit. All the art is done for the game to get it going. I want 2 versions, a free and a paid version ($1). I am also considering an HD version but the graphics aren’t crazy and in need of a high resolution.The game is VERY simple, but I don’t think the program will be as easy as the concept.What I need:-This is a tap game so when the object is ‘touched’ by the player it must react- Physics for the in game object(s) – It’s a 2D game, but I need the object(s) to go UP when touched and then spin¬†naturally and fall until touched again
    -Needs to keep scoreExtra’s in Paid version:
    -I need special objects to drop and when touched have an effect on the game play-I need special objects to drop and when touched appears in separate menu
    -I need a scrolling menu
    -I need a few more very small things that will be mentioned to anyone interested in programming
    I would like to have several updates on both versions after the release to keep interest (also so we can make more $!)
    If interested please contact me:
    [email protected]

  • I am also like you who is starting to use admob as an advertising platform. Your post makes me really happy in a sense that I am not the only one who are not earning thousands of dollars with mobile apps. Everyone needs to start at some point and your post motivates me to continue onwards instead of giving up. Thanks!

  • oco

    I have posted my app in Android Market since a week and still haven’t any download. Could someone give some tips ? By the way.. this is the link, let me know how it looks…
    This is not spam,¬†the only I¬†wants to know is if my app is good or I’m wasted my time.
    Regards and thanks.

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  • MiloŇ°

    I think this article is very interesting, I am also going to publish my first app soon so I was curious about the adMob revenues (my app will be for free in the beginning since in the European Union it is required to pay taxes when receiving money from Google so it is a little bit complicated :-/).

    I can see some people are laughing you earned just $3.88, but that’s OK, it is your first app, moreover it is just revenue for the first month, later the app may attract more users and the monthly revenue will be higher.

  • Hi dude.. I am happy to come back here after long time..

  • Shirley

    How can someone with a new business advertise on an app? Would it be throu an app maker such as yourself or through a company

  • Superpoints10

    What software have you used to make the apps?

  • Great
    and smart written article man.I really admire what you have written.I really
    like how you used to manage your blog.Well thanks for sharing such
    information with us.Keep sharing as like this always in future too.

  • You have managed & compile really a¬†unique¬†&
    real information. Its really very helpful for us. 

  • You’ve¬†made some great points and it‚Äôs written really

  • Nice post, keep up with this interesting work. It really is good to know that this topic is being covered also on this web site so thanks for taking time to discuss this!

  • very good blog, I think the article that you create can be helpful to all who read it. I must wait for your post at a later time.

  • Great post! Very helpful. I’m looking forward to reading more about using Flurry in tandem with Google Analytics.

  • dudewithadream

    dude try chartboost

    it doesn’t serve ads of products, but rather ads of other apps that your users can try. now that’s likely to get a huge ass hit rate, atleast way, way more then the 2% admob received. there’s a reason for that – users who download apps a lot will be tempted to download even more, especially if they’re presented in a nice tempting way. also, using chartboost you can advertise your own app. its like you’re this indie developer with no marketing skills but then come chartboost in the scene, you suddenly have the reach Zynga has.

    All that shit I read on bluecloudsolutions. Google it. That guy’s making good money off his apps. And he really quit his actual job too. He’s making only apps now. Inspiring stuff for me, as much as this starting of yours is.

  • That’s really great. Nvidia will now love it. The analysis are really great. free virtual games kids

  • Nice post! It’s very informative and useful for me. Thanks for sharing ūüôā

  • Nikola Tomic

    Thank you very very much for your experience! This is what I wanted to compare our 1st game called “Running Snake” to other developers. One of the biggest advantage is my large subscribers from my Youtube channel. It will be very interesting to track changes in dashboard ūüôā

  • PorreeCat

    Hi, this is a somewhat old post, but I want to thank you anyways for this nice article.

    I am going through the same phase of development right now, and it is good to see that others get similar results!

    On the play store I found out, that you have more than 10000 download by now, can you tell me how the story went on, like how you reached that much users?

    (btw, this is my app in case anyone is interested

  • Jimmy Andersson

    I have made a start edition of

    “onnea dating” is free android app and for me having million impressions to actually earn something will requrie heavy server resources.

  • Wow I found it very helpful thanks for sharing

  • flipjob

    Flipjob – good to hear. how do I notify the user to update my latest release.

  • The amount of douche bags on here is unreal. We released a game about 4 months ago for the first few months it made a measly few dollars, rather disheartening. You would have probably laughed and mocked me for that. However as it climbed it increased in revenue, it’s been sat there no updates now for months (it’s a kind of app that doesn’t need one) makes a steady $30 a day now on auto pilot. So was worth it. Plus with that kind of income I could probably sell it on flippa for $5000 – $10000. Took 3 days to develop. As some have mentioned as well it’s about the lessons learnt, most successful entrepreneurs make 100’s of fails before cracking it, but the only reason they crack it in the end is because they made them mistakes and learnt. Guarantee 90% of the dimwits who mocked are jealous because they couldn’t even make a $1 a day. I’d love an update on what it earns now if you get chance!

  • Great apps. I suggest this new app, it’s called “We’re arriving”, and is the best location-based alarm manager. The idea is help people that often go to unknown places, or frequently use public transport and enjoy being distracted by a book, music, landscape or take a good nap. Now they can rest assured that the We’re arriving will notify them when entering the alarm trigger area.


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