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Cover of iOS/Android/Steam Sales Case Study: Golf Peaks
Article

iOS/Android/Steam Sales Case Study: Golf Peaks

This case study examines the sales performance and discoverability of the puzzle game Golf Peaks across iOS, Android, and Steam.

  • Securing editorial featuring from platform holders is the primary driver of sales for premium mobile-first indie titles, with store features and updates consistently correlating to significant unit sales spikes.
  • North American markets accounted for over 50% of total sales on both iOS and Android platforms for Golf Peaks between its November 2018 launch and late 2019.
  • The developer recouped all development costs within one month of launch by maintaining a disciplined five-month development cycle and low operational costs.
GameDiscoverCoDec 2019
Cover of Overview of the Current Mobile Sports & Racing Games Market
Article

Overview of the Current Mobile Sports & Racing Games Market

The mobile sports and racing games market represents a niche but stable segment of the broader gaming industry, accounting for slightly over 5% of in-app purchase (IAP) revenues in the United States as of early 2019.

  • The Sports & Racing category is a niche segment of the mobile market, accounting for slightly over 5% of total in-app purchase (IAP) revenues in the US.
  • Revenue in both genres is highly concentrated, with 'Golf Clash' (Sports) and 'CSR Racing 2' (Racing) each generating nearly 50% of their respective genre's total IAP revenue as of Q1 2019.
  • Market dominance by established titles is increasing; 'Golf Clash' grew its revenue share by nearly 12% and 'CSR Racing 2' by 9.5% year-over-year.
GameRefineryApr 2019
Cover of Deconstructor of Fun at GDC
Article

Deconstructor of Fun at GDC

The provided text serves as an announcement for the Deconstructor of Fun team’s participation in the 2018 Game Developers Conference (GDC) in San Francisco.

  • Adam Telfer and Anil Das-Gupta are hosting a live deconstruction session on March 21, 2018, at GDC, focusing on the mechanics of Golf Clash and Rules of Survival.
  • Michail Katkoff is presenting a session on March 22, 2018, at GDC detailing five specific areas where successful product managers in free-to-play mobile games differ from their peers.
  • A 'Mobile Masters Meet Up' is scheduled for March 19, 2018, at Topsy's Bar in San Francisco, co-presented by Gram Games, Mobile Free to Play, Deconstructor of Fun, and Mobile Dev Memo.
Deconstructor of FunMar 2018
Cover of Golf Clash: A Case Study in Free-to-Play Monetization
Article

Golf Clash: A Case Study in Free-to-Play Monetization

Golf Clash, a mobile golf simulation game developed by Playdemic, serves as a primary example of successful free-to-play monetization through the strategic adaptation of established mechanics.

  • Golf Clash monetizes through a 'pay-to-play' entry fee where players wager soft currency (gold) on matches, creating a direct incentive for players to upgrade their gear to avoid losing their entry stakes.
  • The game successfully adapted the Clash Royale chest-and-card upgrade economy, but differentiated itself by gating match access with gold rather than just time-based chest unlocks.
  • Playdemic introduced consumable golf balls with varying stats as a secondary monetization layer, allowing players to reduce risk and gain strategic advantages without creating a purely 'pay-to-win' dynamic.
Mobile Dev MemoApr 2017