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m3rlino

Revenue per user on Kongregate

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Hello,

I was researching some information on how much does 1000 players pay on a game in Kongregate.
I would like to develop a browser game and upload it to Kongregate.
Of course my primarily interest is spread my game as much as I can, so I want to reach as many players as I can and I would primarily use kongregate for the number of players, but it would be interesting to know also potential revenue.
It's only a curiosity. I tried to search on the forum,but I didn't find any topic related to that.
Thank you,
biggrin.gif Happy holidays,

M3rlino

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It's only a curiosity. I tried to search on the forum,but I didn't find any topic related to that.

Try gamesindustry.biz and industrygamers and gamasutra.

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Hello Tom,

Thank you for the answer, I would have preferred some direct experience from some user here in the forum, anyway for now I found only one article of 2010.

So this article says that it should be 20$ per thousands players. For me it looks a bit too much.
I tried to check on the websites you wrote, but I didn't find anything.
I'll keep on searching...
Thank you,
Happy holidays!!

M3rlino

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Hello Tom,

Thank you for the answer, I would have preferred some direct experience from some user here in the forum, anyway for now I found only one article of 2010.

So this article says that it should be 20$ per thousands players. For me it looks a bit too much.
I tried to check on the websites you wrote, but I didn't find anything.
I'll keep on searching...
Thank you,
Happy holidays!!

M3rlino

I think you misread their article.

That game, which managed over 1M plays in the first 14 days, was able to get that kind of result.

Few games hit that level. In fact, the game in the article (Dream World) was developed by an experienced team; the project leader (Will Ren) was an experienced development director with about 5 years working on EA's Pogo and a few social games, with six years of development experience before that. He hired other experienced professionals. It wasn't a hobby product.

It is not a level your game "should be" the first week unless you have a stellar product and a development budget similar to theirs.

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Hello Tom,

Thank you for the answer, I would have preferred some direct experience from some user here in the forum, anyway for now I found only one article of 2010.

So this article says that it should be 20$ per thousands players. For me it looks a bit too much.
I tried to check on the websites you wrote, but I didn't find anything.
I'll keep on searching...
Thank you,
Happy holidays!!

M3rlino


Thats $20 to kongregate (CPM measures the cost to advertise), not the developer, the developer only gets 25-50% of that (50% requires that you implement the kongregate API and make the game exclusive to Kongregate), at one million plays it is only $10k to the developer and very, very few games reach 1 million plays. (Dreamworld is now at 16 million plays on kongregate and is the 5th most played game on that site (The top game has 25.8 million plays).


Games on kongregate basically recieves the majority of their plays on two occaisons:
1) When the game is released it might get listed in the hot new games section if the first set of ratings are high (This gives the game some free exposure and thus drives users to try the game).
2) When the game gets badges/achievements added for it more users will try it out, (This also puts it on the front page)

After that most games just die off unless they have a very high replay value or are constantly updated to retain the players. There are currently less than 350 games on kongregate with more than 1 million plays and a total of 51650 games which means that less than 0.68% of the games on that site pull in $10k in ad revenue, If you want to make a living making flash games for kongregate you pretty much need to use microtransactions or be capable of pushing out top quality games at a very high pace with a very small team.

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Hello,

thank you Simon and Frob for your answer. Sincerely I'm not interested in the revenue for the game, not that I'd be unpleased of a big return, but mine was only curiosity.
My primary interest is to have as many players as I can, so I appreciate Simon experience about Kongregate and as I understood the rules.

1) Not to give exclusive to Kongregate.
2) Plan an update plan to listen to players wishes.

And of course... design a good Game!!
In my previous experiences about publishing a game one of the biggest problem was to find people that would play them, so I'm studying waying of advertise.
Thank you,

M3rlino

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Hello,

thank you Simon and Frob for your answer. Sincerely I'm not interested in the revenue for the game, not that I'd be unpleased of a big return, but mine was only curiosity.
My primary interest is to have as many players as I can, so I appreciate Simon experience about Kongregate and as I understood the rules.

1) Not to give exclusive to Kongregate.
2) Plan an update plan to listen to players wishes.

And of course... design a good Game!!
In my previous experiences about publishing a game one of the biggest problem was to find people that would play them, so I'm studying waying of advertise.
Thank you,

M3rlino


mochi ads is an ad provider for flash games that you can use with any site, (For Kong you get 25% ad revenue just for having the game, then an extra 10% for implementing their API (Which means they can add badges) and 15% more for exclusivity (you can still host the game on your own site but not on other portals), If you are just doing it as a hobby then the revenue can be a nice bonus (Most hobby games make no money at all), On kongregate you also have the tip jar on all games where users can donate money directly to the developer (This can also be a decent income source as it seems that most popular games get quite a few tips)

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Hello everybody!

Just to close the argument. My experience was that the revenue is about 1.45 $ per thousands users. Not bad I would say.
Anyway we weren't so lucky. We got only 600 plays, our replay rate was not so high.
I agree with what Simon said, reading it after few months I can say that he was right!
Thank you for your help, wish you all to develop good games!!!

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