Categories
Tools

21 tools behind the success of King and Halfbrick Studios

King and Halfbrick Studios are some of the most successful mobile game developers. Their best-selling games, i.e. Candy Crash Saga (King) and Fruit Ninja (Halfbrick), rate in the 100M – 500M download tier on Google Play and rank among the Top 100 on iTunes. Did you ever wonder which tools they use and how they compare? Do they use the same SDKs available to the rest of us mortal developers and what can we learn from their tooling choices?

29-tools-behind-king-halfbrick-1

We analysed 39 apps (iOS and Android) from King.com and Halfbrick Studios to determine which SDKs they are using and what tools makes them tick. We ‘ve broken down the results by tool sector for easier comparison. Note our analysis technology is still in beta, so let us know how we can improve it.

Halfbrick Studios King
Ad networks and exchanges Google Ads
Apple iAd
InMobi Native Ads Platform
Millennial Media
MoPub
Vungle
Google Ads
Apple iAd
Game development Apple GameKit
Amazon Game Circle
Google Play Games Services
Apple GameKit
Google Play Games Services
MV* frameworks Angular
Crash analytics and bug tracking ACRA ACRA
Crittercism
User analytics Google Analytics
Kontagent
App monetization Amazon In-App Purchasing
Google Play In-app Billing
Google Wallet
Amazon In-App Purchasing
Google Play In-app Billing
Google Wallet
Social Tools Facebook
Google+
Twitter4J
Facebook
Google+
KakaoTalk

Let’s consider these tooling choices one sector at a time.

1. Ad networks and exchanges

Starting with Ad Networks, you can tell HalfBrick Studios employs a handful of tools, while King uses only the major networks of each platform, i.e. Google Ads (Android) and Apple iAd (iOS). This is indicative of the reliance of the two companies on ad revenues. King has long abandoned advertising as a revenue source with a clearer focus on in-app purchases.

Bear in mind it is quite common for app developers to use multiple ad networks. If demand is not met by the first network’s supply, you move to the next network and so forth until you find a medium to display. That is why Halfbrick Studios uses multiple ad networks, and indeed they have chosen high performance networks.

2. MV* frameworks

Halfbrick Studios using AngularJS, a popular JavaScript MV* framework, might strike as a surprise. What does JavaScript have to do with Fruit Ninja and Jetpack Joyride? Digging a bit deeper we discover Halfbrick is using web technologies to implement BrickNet – a service that allows transfer of scores and saves across multiple devices. The BrickNet service is bundled with all the company games we examined.

This strikes another chord: there has been a lot of talking on how web technologies are not suitable for mobile apps due to mainly performance reasons. Well, this case is a testament that technologies are not good or bad per se – it all depends on the use case.

3. User analytics

Regarding user analytics, we were unable to detect any SDKs on King’s games. They could be using a custom in-house solution, or an unknown-to-us tool.

Halfbrick Studio uses the notorious Google Analytics in combination with Kontagent (rebranded as Upsight), which is better positioned for mobile games. The takeaway here is that the most popular tool of the category, i.e. Google Analytics, works perfectly for top as well as indie developers. [tweetable]The difference is in not in which tool you use, but how you use that tool[/tweetable], i.e. how do you interpret the analytics data and use it to grow your company.

4. Social tools

While Halfbrick Studios uses all the popular western social networks, King is more picky. They don’t seem to like Twitter, at least on the apps we found in the US stores. They do however use KakaoTalk on the iOS version.

Anything we missed?

So, this wraps it up. What did you learn from the tooling choices of King and Halfbrick studios? Is there anything we missed? Want to see more of these tooling deep dives? Leave a comment below and let us know.

Categories
Business

App developer trends Q1 2015

Our 8th Developer Economics survey has once again achieved an industry-leading scale, including responses from more than 8,000 app developers and 143 countries. Their collective insight shows us an app economy that’s beginning to mature. Platform mindshare and priorities are fairly stable and developers are increasingly turning to cross-platform technologies to deal with the multi-platform reality. Tool adoption is gradually increasing and a shift in focus towards enterprise app development is underway. You can get a copy of the full report here – it’s a free download.

DE8-illustration

The big changes on their way are in development languages and the Internet of Things. Apple’s new Swift has had an impressive level of uptake but C# and JavaScript are also growing in importance. Meanwhile mobile developers are showing a very strong interest in the next wave of connected devices.

Platform Wars
The platform wars have ended in a stalemate. [tweetable]Apple have an increasing lock on the high-end with iOS and Android dominates everywhere else[/tweetable]. Windows Phone is still growing, now at 30% mindshare, but not generating enough sales to break through the app-gap. The split of developer platform priorities amongst full time professionals best illustrates the stalemate. Android has 40% of developers, iOS has 37%, whilst Windows Phone and the mobile browser have just 8% and 7% respectively.

fulltime-pros-duopoly

Although not yet a priority the mobile browser has also bounced back strongly from an all-time low in terms of mindshare 6 months ago, with 25% of developers now supporting it. With the massive growth of mobile apps it’s important to remember that the desktop and mobile web combined is still the most important digital channel for the majority of businesses. [tweetable]The web is definitely not dead[/tweetable].

The Rise of Swift
Our development language rankings show absolutely unprecedented growth for Apple’s new Swift language. [tweetable]20% of mobile developers were using Swift just 4 months after it was introduced[/tweetable] to the world. For comparison, Google’s excellent Go language doesn’t make it onto our new top chart for server-side programming languages, having reached just 5% mindshare amongst mobile developers after more than 5 years. [tweetable]Amongst the first wave of Swift adopters, 23% were not using Objective C[/tweetable], a sign that Swift may succeed in attracting a much wider range of developers to build native iOS apps.

rise-of-swift

Revenues
Growth in direct revenues from the app stores is slowing. As these direct revenues are preferred sources of income for the Hobbyists, Explorers and Hunters that make up around 60% of the mobile developer population, competition for them is becoming more intense. 17% of developers who are interested in making money generate no revenue related to apps at all. A further 18% of developers make less than $100 per month and the next 17%, bringing us to a total of 52%, make less than $1000 per month.

below-1k-month

Those low revenue earners are not at all evenly distributed across platforms. Of those that prioritise iOS, only 37% are below the app poverty line, making less than $500 per month on iOS. On the opposite end of the revenue scale, 39% make more than $5,000 per month on the iOS platform. Rather surprisingly, the revenue distribution for Android-first developers is not much different than for those targeting BlackBerry 10 or Windows Phone. In fact, developers that go iOS first actually earn much more revenue on Android than those that prioritise the platform.

Internet of Things
Despite the relative immaturity of IoT platforms, mobile developer interest is high. A massive [tweetable]53% of mobile developers in our survey were already working on some kind of IoT project[/tweetable]. Smart Home was the most popular market with 37% of mobile developers working on IoT projects targeting it. Wearables were a close second with 35% mindshare. The majority of these mobile developers involved in IoT development are doing it as a hobby (30% involved at this level) or side project (just under 20%), whilst working on mobile apps in their day job. This is expected at this stage of the market where revenue opportunities are still limited.

Tools
Tool awareness is increasing. The fraction of developers not using any third party tools at all has fallen to an all time low of 17%. The second most popular category of tool is ad networks, with a 31% adoption rate. Unfortunately this is the one category of tool that’s negatively correlated with revenues. Cross-platform tool adoption is on the rise. The percentage of developers using these tools has grown from 23% to 30% over the last 6 months. While cross-platform tool use was previously uncorrelated with revenue it’s now a positive revenue indicator. We don’t believe this is due to a significant improvement in the tools, rather it’s because of their disproportionate use in enterprise app development.

Enterprise vs. Consumer
The enterprise app gold rush is now well underway with 20% of developers primarily targeting enterprises, up from 16% in Q3 2014. This shift in focus is paying off. [tweetable]43% of enterprise app developers make more than $10K per month[/tweetable] versus 19% of consumer app developers reaching the same revenue level.

Amongst consumer app businesses, the majority of the revenue is coming from free-to-play games. A typical game is giving a third of gross revenue to the app store provider as a cut of in-app purchases and spending half of what’s left on ads to acquire new users. These game developers are starting to look more like typical fast moving consumer goods businesses, with significant benefits from scale. Despite overall revenues from the stores still rising, life is getting much harder for the small independent developers that try to serve consumers.

The good news for consumer app developers is that 3 of their top 5 favourite categories are common with enterprise app developers. It’s definitely not too late to re-focus on B2B rather than B2C sales. Also, the skills developed building consumer apps are in greater demand than ever now that more and more businesses are taking mobility seriously. This is a trend that will keep running for several years yet.

Want more? Download and read the full report!

Categories
Business Community

Developer corner: Lessons from a one-man app business

For the last two and a half years I’ve been building and selling apps directly on the iOS App Store, however only in 2014 I committed to some substantial effort on this. I’d like to share some numbers about my experience last year and draw some insights about what things went well and which ones didn’t.

Hopefully this analysis will be useful to others and will give me some insight about where to focus in 2015 to grow my app revenue.

How do you monetize your apps? Take the Developer Economics Survey and let us know. You may win awesome prizes and gear.

one-man-band

Apps Summary

January 2014 brought along my most successful app so far: My Oyster. This app has been in development since October 2013 and even though it had a rough start on the first few months of the year, it is now my most consistent app in terms of downloads and revenue. Along with it, I started selling My Oyster Pro as a 69p ad-free alternative as I wanted to evaluate how well the freemium and paid pricing models would work for the same app. As it turns out, this paid version contributes to sales figures comparable to the ones of the freemium app.

Alongside this, I have been working on improving Camera Cube, which has been live since 2012 and takes the second spot for this year on revenue. Most notably, I released a major update with iOS 7 compatibility in July and added support for iPhone 6 and 6 Plus in December.

In August, I also released Perfect Grid as an iOS port of a simple puzzle game I previously made for Android.

Finally, in November I launched Pixel Picker, my first app written in Swift!

Alongside these new entries, my two old apps Puzzle Camera and Camera Boom are still live on the App Store, however I have not been updating them this year.

My App sales numbers in 2014

Total Revenue
Paid Downloads
IAP Revenue
Ad Revenue
£ 584.23 £ 151.80 £ 199.21 £ 233.23

AppAnnieRevenues2014

App Annie Yearly Revenues 2014 – Source: Musevisions blog

The first important observation is that 86 % of my total revenue comes from the My Oyster and My Oyster Pro apps which both went live in January and brought in 504.86 £ by the end of the year. Overall the freemium version accounted for 70% of these sales (fairly equally split between in-app purchases and ad revenue) and the paid version for the remaining 30% of sales.

This shows that the choice of differentiating my revenues across advertising, in-app purchases and paid downloads has paid off and I plan to keep all these streams going for My Oyster in the future and try them with my other apps as well.

AppAnnieRevenueGraph2014

App Annie 2014 Revenue Graph – Source: Musevisions blog

The graph above shows how my revenues have changed over time during this year. For various reasons, I had to remove My Oyster from sale during the January, February and April timeframes, and this shows clearly in the revenue graph.
For the rest of the year, revenues have been varying between 1.5 to 2£ per day on average and peaks of 4 to 6£ per day.

Expenses

In 2014, the costs of running my app business have been as follows:

Apple iOS Developer Program: 60.00 £
Domain Hosting: 102.47 £
Facebook Ad Campaign: 200.00 £
Outsourcing services: 408.69 £
iOS icons pack: 16.10 £
Total Expenses: 787.26 £
Total Revenue: 583.86 £
Net Loss: 203.40 £

The biggest expense has been some outsourcing work I’ve done to create UI artwork for my apps, however this was necessary to create some high quality UI elements and I’m happy with it.

Marketing

This year I have tried a few marketing strategies to give my apps more visibility. These three have been the most effective:

  • Keywords optimisation Particularly for My Oyster, the number of downloads has had a high correlation with the ranking of the keyword “Oyster” in the UK App Store. The app has been ranking third for this keyboard through the whole year and averaging 50 to 70 downloads per day.
    On one occasion it jumped up to second spot due to one of the competitor apps being temporarily removed from sale and the downloads spiked to over 300 a day as a result. This shows that direct search ranks are fundamental for user acquisition on this app.
  • Facebook advertising In an attempt to get My Oyster to the top of the UK Travel rankings, I ran a Facebook Ad campaign in the London area for 10 days, allocating 12£/day initially and spiking this to 40£/day towards the end. The campaign succeeded in boosting the app from position 200 to the top 50 in the UK Travel category, however as soon as I stopped the campaign, the ranking dropped again to its previous levels. With a cost per mobile app install of 0.12£ and an average revenue per download of 0.01£, I would have had to generate 12x more revenue per download, or decrease the cost per install by 12x in order to break even with this strategy.
  • Hacker news I have promoted Perfect Grid and Pixel Picker by sharing the apps’ iTunes links on Show HN and asking some friends to upvote them. I did this for Perfect Grid on the day after launch, managed to get 14 upvotes and stay on the Hacker News front page for a few hours, but this only resulted in 180 downloads on that day, which I presume could be attributed evenly to Hacker News traffic and the app just having gone live.
    Pixel Picker fared much better and managed to get 2200 downloads in one day, largely attributable to Hacker News traffic.

MyOysterRanks2014

My Oyster UK Travel Ranks 2014 – Source: Musevisions blog

MyOysterFacebookCampaignMay2014

My Oyster Facebook London Ad Campaign May 2014 – Source: Musevisions blog

MyOysterDonwloadsMay2014

My Oyster Downloads May 2014 – Source: Musevisions blog

PixelPickerHackerNewsNovember

Pixel Picker Downloads generated by Hacker News traffic, November 2014 – Source: Musevisions blog

Additionally I have been spreading the word about new releases of my apps on Twitter and Facebook, however I haven’t noticed an increase in downloads as a result.
Writing to bloggers to request a review for My Oyster also proved ineffective and a big time drain so I’m not going to invest more effort on this going forward.

Overall, I have been quite impressed at the number of downloads that a high traffic site like Hacker News can generate, however in my experience this only helps in getting a spike in downloads. I haven’t yet found a way to sustain high download numbers over time, other than through paid advertising which is an unsustainable model given my current ROI.

Going forward I’d like to share my apps on other high traffic sites such as Product Hunt and Reddit, as well as trying other advertising platforms.

User Engagement

So far, My Oyster is the only app that shows promising engagement metrics with around 5000 MAU and good retention rates:

APP
Period
AVG session
duration (min)
Monthly active
users
Returning
Users (%)
New users
per month
My Oyster November 6.47 5441 94.4 2116
Pixel Picker December 2.06 738 41.1 575
Camera Cube November 1.18 681 50.0 N/A
Perfect Grid November 3.05 98 86.1 N/A

Having around 640 daily active users and an average session duration of over 5 minutes, My Oyster performs much better than my other apps in terms of ad impressions and revenue.

MyOysterAdsReport2014

My Oyster Ads Report 2014 – Source: Musevisions blog

As outlined in the graph above, My Oyster received 3000 clicks at a cost per click of 0.06£. Next year I plan to experiment with Ad Networks other than AdMob to determine if a higher CPC is achievable.

Customer Support

To facilitate user feedback, all my apps have a help/about screen with an option to contact customer support via email.

One peculiar aspect of the My Oyster app is that it lets users check their Oyster card data which comes from a 3rd party website. As the content can be unavailable at times and users sometimes have issues with their accounts, some time is required to answer customer emails, so the revenues from this app aren’t completely passive.
The positive side of this is that a lot of customers get in touch with me directly and their feedback helps me improving the app over time.

As download numbers and engagement metrics are not good for my other apps and I very rarely receive emails from customers that have downloaded them, I can infer that those apps are not as discoverable as I’d like them to be and they don’t generate much interest from customers. From a business perspective perhaps I should focus on My Oyster instead and try to grow its user base and functionality.

Conclusions

As many others have noted, [tweetable]bootstrapping a consumer app business on iOS is hard[/tweetable]. My personal experience so far has been that from a purely financial standpoint this is unsustainable and I should be investing my time in something more lucrative like consulting, which at the time of writing brings in 30x to 50x more revenue per hour worked.

However, I believe there are a lot of intangible benefits in making and publishing apps:

  • They make for a good portfolio Prospective clients will be able to assess the quality of my work and my apps always help me getting jobs and consulting gigs.
  • I keep acquiring new skills Making apps is by nature a creative process, and I have the freedom to choose all the latest tools and technologies for the job at hand.
  • Full product lifecycle Making apps forces me to think about the whole product: development, UX, support and marketing.
  • Flexible workload I get to choose how much or how little I work on my apps, as well as choose what I want to work on. For me this is very valuable as I can enjoy working on these side projects without having too much pressure.
  • I get to talk at events Sometimes I feel it’s worth sharing my findings and experiences as an app developer, and this also is beneficial for building my brand and network.

Goals for 2015

In 2014 I was hoping to hit and maintain 100 £ in revenue per month. I have missed this mark by about 50%.
As most of my revenue came from the sales my My Oyster, I plan to focus on further developing this app and try a few more marketing channels to improve its visibility.

While I plan to do some more independent app development in 2015, my app business so far has struggled to take off and I feel that I could invest more of my time in other relevant activities, including:

  • Open Source development I’d like to focus more on creating small and reusable iOS libraries and components and share them with the community. I find that such projects are very well suited for giving presentations of technical nature. Additionally, I’m reading a lot of stuff on functional programming and I can’t wait to share a lot of functional stuff on my GitHub page.
  • More consulting work I see consulting as an opportunity to see what challenges companies face and work on problems that I would not have the chance to take on as an indie developer.
  • Write technical material, courses and seminars This could be a new exciting venture for me and I feel that there is a great community around iOS development and software programming in general. As I become a better developer, I’d like to share some of the lessons I learnt in a format that can be most useful to others. Further down the line, I would like to start running my own courses and seminars.

Time will tell how things will go, but I feel very privileged to be an iOS developer in 2015 I can’t wait to build more products and awesome stuff this year!

 

Which skills do you want to develop? Take the Developer Economics Survey and we will compare your skills to the global average. You can work on those skills and maybe get your lucky break.

Categories
Business Tips

Vital Metrics For Tracking Your App’s Success

Making data driven decisions is key to driving growth in your mobile app, and it’s the reason that nearly every app developer in the world integrates analytics tracking within their app. In fact, in a recent Tapdaq survey we discovered that 90% of developers have implemented a third party analytics SDK into their app[bctt tweet=”90% of developers have implemented a third party analytics SDK into their app” username=”DevEconomics”].

viral-metrics-app-success

However, we were surprised to then learn that only 5% of these developers knew what to do with the data points which they were tracking. After speaking with a large group of the developers questioned, we realised that many aren’t sure which metrics are most important, or what steps they need to take in order to improve.

As the App Store has matured, creating a chart-topping product has become a much more complex process. App analytics providers have moved with the times and now provide developers with more data than ever before on their app’s performance. In this post I am going to pick out 12 app metrics and explain why they are the most important data points when tracking your app’s success.

Acquisition

Growth of your app business starts at the user acquisition stage. Here there are several key questions which all developers ask themselves.

How many installs have I generated?

Tracking installs received as an overall figure is very easy, and all data is provided through iTunes Connect/Google Play.

How much have these downloads cost?

You have to know what your cost per install (CPI) is when paying to acquire new users to your app. [tweetable]If your CPI rises above the value of your user’s lifetime value (LTV), then the campaign is unprofitable[/tweetable] and unless you are propped up by strong organic install numbers, your business is going to struggle.

Working out your cost per install on mobile ad networks is straightforward, and nearly all networks now give this figure to you up front. If you are acquiring users via cost per install ad networks then I’d recommend you test multiple platforms, providing you have a large enough budget. In an interview with KISS Metrics, Wooga’s head of marketing, Eric Seufert, said the company used 23 ad networks to get their Jelly Splash game in to the top charts of the key markets.

Where did these downloads come from?

When you see a spike in your app’s downloads, the first thing you want to know is where they came from. By using install attribution tools you can see a breakdown of all your installs by referral source, which gives you far stronger idea of which networks can send you the greatest volume of users for the lowest cost.

How high a quality are the users within my app?

This question can’t be answered immediately, but, over time, [tweetable]cohort analysis can help you to get a better understanding of the quality of the users [/tweetable]within your app. Specifically, when working with multiple paid traffic sources, you can work out which platform provides you with the most real value beyond just the install itself.

For example, Ad Network A might have sent you 10,000 installs for $20,000, whereas Ad Network B sent 10,000 installs for $15,000. If looking at the CPI alone, logic would say that Ad Network B is the preferred choice here. However, using cohort analysis you may discover the users from Ad Network A have an LTV of $2.50, whereas the users from Ad Network B only have an LTV of $1.50. So, in terms of real value, Ad Network A would actually be the optimal solution.

Engagement

In mobile analytics, the fun really starts after the install. With app engagement there are multiple metrics that need to be tracked in order to paint a picture of how engaged your users really are.

Session Length

Tracking your session length is not as straight forward as it sounds. Different analytics companies have different definitions when it comes to sessions. For example, Flurry deem a session to start when an application is opened, and end when the app is terminated. By default, a session is ped as terminated if a user leaves the app for more than 10 seconds, although this logic can be changed.

In contrast, Google Analytics only consider a session to be over after 30 seconds of inactivity, although again this can be customised to any required time.

app-success-4

They key takeaway here is to ensure you know exactly how a session is defined within your app, as the definition does vary depending on who your analytics provider is.

Time in App

This is a marketing metric that is sometimes confused with session length, and is also often classed as a retention metric.

Where session length describes how long a user’s individual session lasts, time in app is used to define how long a user spends within an app, in total, over a given length of time. For example, a user could spend 2 hours in an app over the course of a week, and this could comprise of multiple sessions. The more time a user spends in your app on a daily basis, the better your chances are of monetising that user.

Popular Pages/Features

Understanding which pages and events are most popular in your app helps you paint a better picture of which content is most valuable to your users. More importantly, it also highlights weaknesses too. By tracking your page visits and conversion funnels you are able to see exactly where users drop out from your app, and this enables you to make data driven decisions on what content to improve in order to get more users reaching the ‘aha’ moment in your product.

Retention

It is argued that user retention is what sets apart a top grossing app from its competitors. Whilst user engagement tracks how long users spend within your app, user retention focusses on how often customers visit your app. It’s worth bearing in mind that a digital product can be a huge success, even if engagement is low, providing retention rates are high. For example, Google is a very successful tech company with sky high retention rates, yet engagement is relatively low.

Let’s take a look at the most important engagement rates you need to be tracking…

Retention Rate

User retention rate can be calculated in a number of ways. However, probably the most popular method is rolling retention (which is actually the default method used by Flurry Analytics).

To calculate this, you need to look at the proportion of users returning to your app on Day+N, or any day after that, and dividing it by the number of users who had installed your app on Day 0.

Here’s a great graphic from the Applift blog that summarises this calculation…

app-success-3

app-success-5

app-success-6

It’s going to be very interesting to see exactly how powerful Apple make their analytics tracking within iTunes Connect. A sneak preview has been posted on the AppTweak blog, showing a screenshot of a cohort table used for tracking retention…

app-success-2

Daily and Monthly Active Users

[tweetable]Your daily and monthly active user count is another measure of just how ‘sticky’ your app is[/tweetable]. Over time, successful apps look to grow the gap between their daily downloads and their daily active users, and they do this by ensuring they add as much value to their customers as often as possible.

Again, both these metrics are heavily tied with engagement. The more engaging the content is within your app, the more likely it is you will retain your users. The more often you can provide them with value, the higher your DAU count will be.

Churn rate

User churn rate is a key metric to understand, particularly when you come to calculating your user lifetime value (LTV). Churn rate is the opposite to retention rate and is the measure of how many users stop using your app over a given period of time, usually a month.

Churn rate is expressed as a percentage of the number of people who could have left and it is not possible for customer churn to be 0% or lower. An example would be: If your app has 100 users, then 100 people could leave/stop using your app this month. At the end of the month, only 23 users stop using your app, so this means you have a churn rate of 23%.

Monetisation

Average Revenue Per User (ARPU)

This metric is often confused with LTV, but it’s actually a far simpler data point to track. ARPU is the revenue you generate, on average, from each user of your application, and this can be calculated by simply adding up the revenue your app generates each month, and dividing it by your total number of users.

LTV

Lifetime Value, often shortened to LTV, is the measure of the revenue a customer will bring during their lifetime of using your application. In our recent Tapdaq survey, amazingly all 60 of the developers we spoke to said it was the most valuable metric in app marketing.

To calculate the LTV of one of your users there are several data points you need to know. They are:

  • Customer Churn: As described above…
  • Income: This includes all revenue from In-App Purchases and subscriptions, after Apple has taken their 30% cut, and any income from selling advertising space within your applications.
  • Number of active users: This one’s fairly obvious, it’s the number of active users your application has. The definition of what a “user” or “active user” is will vary depending on your application and your business model. If you have a mix of active users where some generate income and some don’t, include them all. This mix will likely continue as your app grows.
  • Average Revenue Per User (ARPU): As described above…

Once you have collated all the numbers above, just plug them into the equation below to discover the average LTV of your users.

app-success-1

App Success Sum Up

There are quite a number of important metrics that you need to be tracking and improving upon in order to make your app a true success. Always be looking at the wider picture, and evaluating how each metric has an effect on one another. If your team is small, or you are an indie developer working alone, then I’d recommend starting by iterating your product with the focus on increasing engagement, retention, and your average user LTV. You don’t need to have millions of users on board in order to build a truly great mobile app. Test heavily, and make data driven decisions in order to position yourself in a place where you can start to invest in acquisition with the confidence in your product’s quality and monetisation.