Wild your full of shit and if your comments are based on your secret sources at Wilds Depot then they too are full of shit too.
A member of Wild's Depot did some research, because who doesn’t love research on a Sunday. TMOB has 51 players who have posted scores this week. ORH has 14. There’s a fair amount of crossover of people between the two titles, so I’d estimate that there’s about 55-60 unique players this week.
Let me explain to you very simply why that’s bad and why it should be causing your fellow whales (the ones the team is still on speaking terms with at least) concern. The games have, according to google play, probably been downloaded thousands of times (1000+ for TMOB, 5000+ for ORH). For TMOB, that means their conversion rate of downloads to actual, active players is something in the ballpark of ~2.5%. That is to say, of all the people who download it, only 2.5% ever actually play it seriously enough to post a score.
For ORH, those statistics are probably worse. I’d estimate it’s as low as 0.25%. Obviously, this data is somewhat incomplete, but it works as a snapshot. Judging from what I’ve seen of the leaderboards each week, it doesn’t appear to fluctuate that much.
Let’s go back to the team’s claims recently in their ‘interview’ on that crypto shit site. This is what they said:
“The second element involves games that use ION as an incentive for competitive play. ionomy Studios has developed three games from the ground up and has more on the way. There’s a strong market for good games. There are also a lot of games out there, so developers need something that differentiates their games from the rest.
We’ve found that games integrating cryptocurrency rewards — the chance to win real money — get more people interested and keeps them playing.” I think we’ve just proven that last statement is complete bullshit. The truth is that they haven’t found anything. They’ve guessed and assumed a whole lot and blown it totally out of proportion.
This leads us to two possible conclusions. Either the Ionomy leadership team are deliberately lying about or inflating their achievements (but they’re nice guys! how can that be possible!), or they’re so breathtakingly incompetent and deluded that they don’t realise that they’ve proven and achieved next to nothing in the last 4 years.
Which do you think it is?It would be interesting, of course, to see how this stacks up against the rest of the mobile gaming industry for churn. In Ionomy’s case, it seems to be that ~97.5% of users who downloaded TMOB don’t engage with it any longer - for ORH it seems to be as low as 99.75% of users. It’s not a precise metric because I don’t have access to 100% reliable download or app session data.
It’s also worth saying that because the gaming segment is so overloaded, I’d imagine
it’s incredibly difficult to create popular games right now on a tight budget.I’d also love to know what their break even point is in terms of revenue per active user. Anyway,
it’s apparent that this is hardly the thriving product that Korvas et al like to paint it as.