Rebound Development: App Store Story Part 1
The iPhone App market has treated me very well so far. As soon as the SDK was announced, I immediately downloaded it and started poking around. The timing couldn’t have been better either, as I had just finished my first Cocoa project. Within a few months I had a working iPhone puzzle game, Lumen (App Store). Lumen was already a desktop application (although not written in Cocoa) that has had mild success, so I thought the iPhone version would sell reasonably well, especially because it could access all of the online puzzles created by other Lumen players. To make a long story short, here are my sales up to yesterday:
In the pdf I have many of the significant events marked. For example, you can see the spike in sales when TUAW did a review of Lumen. Also, Lumen was featured as a "Staff Favorite" on the App Store, which had a huge impact on sales. A price change, although it doubled the original price, did not seem to have a noticeable effect on the download numbers. One of the scariest trends is the definite downward slope though. The sales have all but bottomed off, but I would say the total income so far has made the after school coding time more than worth it. Certainly not a bad job for a high school senior. Of course, I haven’t given up on Lumen. I will try paid advertising and such, but it is time to get another app on the store.
Getting an application all the way from development to the App Store is a daunting process. There was ton of stuff I had to learn to get Lumen out there from caveats with the developer program to finding a good designer. That is why I have decided to blog every aspect of developing and selling my upcoming application, including the daily sales numbers. Keep an eye out for more updates!