Just realised how long it’s been since our last blog – best remedy that!
We released an update to the game at Christmas with 6 new civilizations – hope you enjoyed them. We’ve had requests for other civs, which we’ll try and get into the next update – let us know if you have any other ideas for civs.
Since then we’ve been focused on getting the PC/Mac Steam version of the game done. Most of the work is focused on the Steam specific areas – multiplayer being the biggest job. We’re slowly getting there – we’re hoping to release in April or May.
For the Steam release we are giving our HUD and icons an update. We’ve been working with friend of Tundra Nicola Yau – you can see her fantastic artwork here – https://twitter.com/nicola_yau Here’s a flavour of the update:
Those graphics will be in the mobile versions of the game as well.
Other than that we’re enjoying the new year and the lighter evenings – Spring is getting ready to be sprung!
Autumn is starting to bite here in the UK – the evenings are drawing in and the nights are getting colder. Here at Tundra we’re hoping to spend the cosy winter nights working on the PC Steam version of the game. Today we’re launching our Greenlight campaign!
The game has always run on PC from the start, but we decided early on to focus on mobile first. Now the Android and iOS versions are doing reasonably well, we thought we’d gauge interest in a Steam version of the game. Here’s the linky to the Greenlight page:
The gameplay in the PC version will be the same as mobile – we don’t plan on changing anything, at least initially. However we are planning on upping the graphics for the big screen and many of these changes should carry across into the mobile versions. Similarly Steam should mean a lot more people playing online and we’ll look at improving the multiplayer experience for everyone. More people playing the game will help us make new updates for all platforms.
We also want to stress that the Steam version is planned to be paid only – no microtransactions or adverts. It’s going to be pay once.
We’d appreciate your support – if you can vote for us and write some nice comments it will help get us through and we can get the kettle on!
Rapture World Conquest is free to download here and on Android here.
To Android and Beyond!!!
This is the third in the series of articles discussing the experience of working on our title, Rapture – World Conquest. Hopefully you’re still along for the ride! The other articles can be found here (looking at the main release in November 2014) and here (looking at going from paid to free to play). This article will delve into life since October 2015 after we released the game for Android.
Tundra consists of myself (Dan Collier) and Andy Weinkove. We’re game industry veterans, having done our time in the game dev trenches. A few years ago we decided to throw our hats in the indie ring by starting our own company and creating our own game. Rapture – World Conquest is on iOS here and on Android here. It’s a mix of strategy and arcade – where you play a jealous god directing your armies to wipe out the opposing armies – all before the Rapture descends on the planet. The game was influenced by Sid Meier’s Civilization – as we attempted to make a lightning fast, 5 minute version of the classic world-conquering title.
We released the game for iOS as a paid title in November 2014 to good reviews. The game did fairly well, and better when we got featured. However sales dropped off quickly. We then decided to try our hand at the free to play market. In May 2015 we released the free version with adverts and in-app purchases. It didn’t get much attention, but we saw reasonable downloads and decided to have one last roll of the dice by porting the game to Android. In November 2015 we released on the Play store.
Release of Android
It took around 7 months to convert the game to Android. Mainly because both of us still work full time, so development goes on in the evenings and weekends. Also we had to get up to speed with the Android development environment and the new tech involved. Rapture is built on top of our own Mojo platform. This allows us a lot of flexibility and control over the tech – it also means the game runs fast even on older devices – we don’t have the blackbox of other 3rd party engines to contend with. However the downside is that to add a new platform we need to do the leg work and add it to Mojo. The conversion was long work, especially implementing the Android specific functionality and attempting to support the variety of devices out there. However both of us are PC born and bred, so it was nice to have a break from Apple macs. We used Tegra Nsight to develop the game in Visual Studio – again a piece of software we are both comfortable with.
Once the game was ready for release – we tried to make a similar splash with the game as the iOS version, but it’s difficult to get attention for a game that’s been out for a year already on another platform. Initial downloads were fairly quiet, but we saw a slow and steady rise.
Using the Google Dev Console and being on the Play Store has so far has been a good experience. The review system on Google is particularly wonderful, Android users seem to be more inclined to review games than iOS users so we get a large amount of feedback each day and can get a better view of what players enjoy or criticize, which helps decide on what we focus on. For example we had larger than expected downloads from Russia and had lots of players asking for the game to be translated into their language. It made sense to get it translated and we got a lot of positive reviews in response (with many Russian players good enough to raise 1 star reviews to 5). We can also ask players who see bugs in the game to email directly with further details and screenshots to help track problems down. So it’s been great to have that direct channel with people actually playing the game.
So how have we done? Here’s the initial 3 weeks on Android:
23,795 in that first few weeks. After the initial surge, downloads levelled off to about 1000 to 1500 a day. Here’s the downloads we had from November to February – a fairly regular pattern:
In February we were featured by Google.
When we initially saw the positioning of our title in the feature (#36 in the “New and Updated” list in the US) we worried it might not have much of an impact, but we were very wrong! Just as the iOS feature had been, it was a massive boost for us – a real milestone for the game and a chance to be seen by a lot more players worldwide. Over the week we were featured we received 260K downloads with a record 44K downloads on the 3rd day. Interestingly, our iOS downloads doubled during this period, an extra 100 to 150 per day, indicating word-of-mouth in action. One thing we did notice with the feature is that our average review score and revenue per user dropped slightly during this period presumably because the users who find a game via a feature are less likely to be engaged by a title than the ones who seek it out themselves.
We did have a little misstep towards the end of the feature. Our payment account was suddenly suspended, which turned out to be due to a missed email about accepting an agreement on European Tax law. We had a frantic few days where our in-app purchases weren’t working, but Google were quick to respond and help sort out the problem. Note to self – never skim read an email from Google again!
The feature gave us fantastic downloads, but didn’t push us up massively in the charts, we managed 15th the US strategy charts, but only pushing 300 in the overall games chart. Afterwards our base level was pushed up by a little, but generally there was no lasting effect.
Then, at the start of March something significant happened – we received a sudden bump in downloads, going up from our steady 1000 per day to 8000 per day. Over the following weeks it gradually dropped and levelled off at 4000 downloads per day. Our chart position for Strategy has climbed and stayed in the top 100 for many key regions. We have searched for a reason for this sudden jump in downloads across all regions but have drawn a blank, we had no new reviews in the press or coverage from large YouTubers, our Google Play keywords strengthened but that came after the jump, so we can’t explain the leap upwards. We seem to have hit a sweet spot in terms of organic search results – so, currently at least, we’re no longer invisible! Our best guess is that perhaps we crossed some threshold in terms of downloads, reviews or user engagement such that we’re now being placed in Google Play’s “Recommended for you” section more often.
Overall our downloads have been very good for an Android title, even if you include the iOS feature, downloads have been more than 8 times higher than iOS 747,623 compared to 88,494. (Although we went in initially as a paid app to iOS, and free with Android, so perhaps that’s to be expected). The numbers that play the Android version has meant that multiplayer games are easier to find (though it still takes a little time to find a match).
So how has the revenue been? Well generally it’s been good. Compared to iOS, Android generates reasonable Ad and in-app purchase money as we have the greater numbers. So far we have taken in $23K:
This is split between adverts (static and videos) $17K and in-app purchases $6K. Android players seem generally to be more open to purchasing the VIP pack in the game (which removes the ads) – but then we have many more players and the game has always been free. The surprise lift in the last few months has been very positive – if it maintains the same level, then we could finally get a reasonable return on the time we originally put into the game and hopefully on ongoing income which we can look to use in whatever we do next.
How has iOS been doing?
The iOS version of the game has been ticking over quietly in the background. The F2P version has 100 and 200 downloads a day and $7 to $21 per day in revenue.
This is obviously a lot less than the Android version, conventional wisdom has it that Android versions will get more downloads because of the larger market but iOS versions will generate more revenue overall because iOS users are so much more inclined to spend money. Our title seems to be something of an outlier, our current Android downloads are about 30 times higher than iOS which is way more than the normal ratio and as a result our Android revenue is about 10-15 times higher. This might be due to the way we released the iOS version originally as paid and transitioned to F2P. The free iOS version didn’t get any sort of initial push that might have kept it up the charts long enough to solidify its place there.
After the change to free we also released a premium version, this was the free version with the VIP pack automatically unlocked and no ads or in-app purchases. We decided to put the premium version on the store just to see what it would do in terms of downloads. Originally we received criticism for our paid version having in-app purchases, so we were interested to see if a completely IAP free game might generate some interest. However the premium version got very few downloads, possibly again because it got no initial push. So we decided to take it off the store.
Over the last few months we’ve been working on a big update to the game. Previously we’ve released updates with a few new items and options. This time we decided to try creating a much larger package to see if we could generate some renewed interest. We’ve also focused on the feedback we’ve had through the Play store and emails.
There are several new items to unlock – spacescapes, civs and planet shapes. Here’s our Dice Planet with a new rainbow sea and Inca civilization:
We have also added 2 new options that have been a common request by players. The first is an option to select the length of a game. We have always pushed back against adding this, however right from the start players have asked for longer games – so the length can now be select and we’ll be very interested to see the reaction. The second related change is the ability to slow down the game – there is now a speed button in the top left during the game and players can now slow things down if they wish. It should also give beginner players an easy time when learning.
Our hope is that the update will be big enough to attract the attention of Google and/or Apple and snag a “Best New Update” feature. We’re interested to see whether this happens. We are currently trying to decide on the best way to move forward with Rapture.
When we initially released Rapture as a paid title, after a strong launch it felt that there was always constant gravity pulling our revenue downwards week after week. When we switched to free on iOS, it felt like we had established a small and steady ongoing revenue stream but with no sign of that downwards pull. On Android, the situation feels even better – after a slow launch it felt like our title was able to establish a foothold and gradually grow in terms of downloads and revenue. Now with the burst of downloads from the feature and the big unexplained jump upwards in March, we’re looking forward to hitting the one million downloads milestone on Google Play within the next few weeks and we’re very pleased to have got to a place where our title is earning a decent steady income which we plan to invest in our next title.
Both of us are keen on a sequel to Rapture. There are many potential features that might work well, but they may not necessarily fit into the current game as updates. A sequel would allow a clean slate and fresh ideas. However the alternative would be to implement all the new features into the current game and keep our existing players. It’s a tough call at the moment and the next update will help make that decision. The other possibility is to work on something different; we’ve been working on Rapture now for 5 years, so it would be interesting to start something new. But we’ll see how the latest update is received.
We’ll be at the Develop conference in the summer. Any developers out there fancy meeting up for a drink, please get in touch – email@example.com
Update – We managed to snag a Best New Update from Google, which gave us a decent boost. More details on that in a future blog.
Tundra Games is an independent game studio based in Oxford & Colchester UK. It was founded in November 2013 by industry veterans Andrew Weinkove and Daniel Collier. We have worked on many AAA titles including Skate It, Sims 3, FIFA, Madden, Angry Birds Star Wars, Angry Birds Go and Need for Speed. We have worked for companies such as Exient, First Touch Games and Rebellion.
We have just released a big update for Rapture on iOS and Android – update your game and take a look at the new features. We’ve had lots of feedback from players (thanks for the emails!) and added a lot of the suggestions.
This screenshot shows the new “Colossal” planet with the Holodeck background and the new Incans civ. You can also see the new game speed button in the top left.
Here’s some further details of what’s new:
– A new game length option – Plenty of players have been asking for this – you can now select how long the game should be in the Play Options screen
– Game speed – You can also change the play speed with a new button in game – especially useful as you are just getting to grips with the game. (The button can be hidden via the Play Options and will be turned off at higher difficulty levels)
– New planet size option – There is now a colossal option which creates an enormous planet – please note that this option requires a device with reasonable power – older devices might experience slow down
– New planet landmass “Very High” and “Full” options – These cover the world with even more land – again older devices might experience slow down with these options. Also note that full coverage will still leave a few small inland seas – as they are needed for gameplay
– Play Options – We’ve moved the Play Options screen to appear after the missions screen – there’s a Quick Play button on the Missions screen if you want to get straight into game
– New Planets – There are 5 new planet shapes to choose from – X and Y shape, disk, heart and die shaped
– New sea – A beautiful rainbow colour sea option
– New spacescapes – 2 new “room” backgrounds – holodeck and padded room
– 7 new civilizations – Atlantis, Brazil, Zulu, Inca, Persian, Portuguese and Dutch
– New roman flag – A few people have mentioned that the yellow roman flag is actually the flag of the Holy Roman Empire – so we’ve changed the flag to try and be more historically accurate
– Help button – A new button on the main menu will take you through to our website where we’ve added help on how to play the game and what the miracles and domestic policies do
Let us know what you think at firstname.lastname@example.org and if you have any new ideas you’d like to see in the game we’d be interested to hear from you.
Been a fun few months at Tundra – the android feature back in February brought in lots of new players. We have now tipped over the 500K downloads, which is fantastic.
We’ve also had lots of feedback and ideas for updates, which always gets added to the big list that we keep, with everything we want to do to the game. Please keep them coming in the comments or at email@example.com
The Russian update has been well received. We’ve had lots of updated reviews to 5 stars. We had a particularly detailed email, stretching over three A4 pages with thoughts on the translation and we hope to get all those in the next update.
Work on the update is going well – it should be out in the next few weeks (cross-fingers). We have a number of new planet shapes, spacescapes and civilizations. The main change will be the game options to select your game length and a button in game to select play speed. It’s probably the most asked for feature. Here’s a photo of the heart shaped planet to whet your appetite:
You might also be able to guess a few of the new civs in the screen shot. The hope is to get the game featured on the Play or App store as Best New Update – which again would be a great boost.
Strangely the last few weeks we’ve had an unusual jump in downloads on Android. We haven’t been featured again and we can’t find any reviews that might have pushed us up the charts, but it’s been very welcome, gives us hope that the game won’t disappear off the radar. If you have any ideas of where the boost might have come from, let us know. Here’s the downloads for the past couple of months, you can see the Feb feature and then the unexpected peak the last couple of weeks. There will be a new article to go with the update with some details of how the game has been going since the Android release in November – with lots of lovely statistics.
Lastly we’ve been trying to track down a bug that a number of players have mentioned – Blue Screens. It seems to be connected with videos, occasionally the screen will just go completely blue. If you are getting blue screens and especially if you can get them consistently please email us. A video of it happening would be fantastic.
Hi all, there has been a few problems with google payments over the last week or so and players haven’t been able to buy the VIP Pack. We appreciate anyone wanting to support us by getting the VIP Pack and those that wrote to us to let us know there was a problem.
It should all now be working and if you still fancied getting rid of ads (and getting the other goodies the VIP pack gives) please give it another try in game.
We’ve put up a new version of the game with a potential fix to the multiplayer issues we’ve been having the last couple of days. Please update and let us know if you still have problems. There’s also a new version of Google Play Services available and it might be worth grabbing that as well.
In the update is also a potential fix for the blue screens that a couple of people have been having.
If you still get either of these problems, or any others, please get in touch at firstname.lastname@example.org