“The early experiences in both Archero and Survivor.io are similar: quick learning curve, quick rise to power, and quick to hit a progression wall, at which point it becomes attractive to pay for the cheap early packages. However, Grillova and the Naavik team note that Survivor.io, like Archero, could run into issues when it comes to longer-term retention and monetisation. Archero, however, did have strong day-1 retention out of the gate (nearly 80%!), and Survivor.io’s retention is more in line with where Archero is today (mid-40% range).” “Survivor.io quickly surpassed Archero’s previous peaks, especially its revenue numbers that keep reaching new heights almost on a daily basis. “Two months in, the new game’s numbers look quite promising,” says Grillova. Consultant Eva Grillova says in Naavik Pro‘s comprehensive deconstruction of the game that Survivor.io has already eclipsed its predecessor Archero. The game’s continued growth is a mix of organic downloads and strong UA campaigns in China and the US, according to our friends at Naavik. Daily revenue peaked on October 8, when Habby earned $1.7m Daily downloads peaked on September 11 with 843k installs. Downloads are more even, with 22m iOS installs versus 14m on Android. The platform split is heavily weighted toward App Store players, with $55m IAP revenue on iOS versus $21m on Google Play. The US leads on downloads with 9.6m, and is followed by China (7.2m), Korea (4.2m), Japan (1.7m) and Vietnam (1.6m). Appmagic revenue figures are based on developer payout from IAPs, and do not include platform fees. The game’s cumulative lifetime revenue per download stands at $2.09. Last week, October 10-16, it raked in $8.2m and added 2.8m downloads. Over the last 30 days Survivor.io has earned Habby over $2.5m per day on average, with 912k daily downloads. Downloads to date are 37m, according to Appmagic data. Hit shooter Survivor.io has already earned developer Habby over $75m since its release in August.
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