PlayStation Mobile Thread of Indie Games, and Apps on Android/Vita

Here's a little bit of more sales data

The Haunt the House people apparently gave a talk at a conference, and mentioned their sales
http://www.youtube.com/watch?v=xEir7vYkg1I

Apparently in 4 weeks they sold 1100 copies at 2.79 pounds and made 1850 pounds. Which is what, $3500? (Edit, no, it's $2800)

The audio is a little hard to make out, but it seems like they switching to iOS/Android development because this is considered "good" by PS mobile standards.


Ok, that looks really good. Is that running in the Vita?

I dunno. I'd think the colors would be more vivid if it were a Vita.
 
Here's a little bit of more sales data

The Haunt the House people apparently gave a talk at a conference, and mentioned their sales
http://www.youtube.com/watch?v=xEir7vYkg1I

Apparently in 4 weeks they sold 1100 copies at 2.79 pounds and made 1850 pounds. Which is what, $3500? (Edit, no, it's $2800)

The audio is a little hard to make out, but it seems like they switching to iOS/Android development because this is considered "good" by PS mobile standards.
Do we have sales for more PSM games?
I'm really interested on them. I'm considering to make a PSM somewhere in the future once it gets a bigger user base.
Sadly the sales seem too low. Hope they support PSM in PS3 (and PS4) soon.
Buy this game, Vitabros. It's really beatiful, charming and fun title.

Sony isn't really to blame. Devs set the wholesale price and it is pretty obvious how sony is adding their cut to these by now.
According to the PSM documentation the dev sets what they want to get for each unit sold, and then Sony sets the final price adding their cut which wouldn't be always the same.
In an example shown in the doc Sony's cut was 30% (like in Apple's appstore), but in Haunt the House seems to be a 40%.
 
Here's a little bit of more sales data

The Haunt the House people apparently gave a talk at a conference, and mentioned their sales
http://www.youtube.com/watch?v=xEir7vYkg1I

Apparently in 4 weeks they sold 1100 copies at 2.79 pounds and made 1850 pounds. Which is what, $3500? (Edit, no, it's $2800)

The audio is a little hard to make out, but it seems like they switching to iOS/Android development because this is considered "good" by PS mobile standards.

I'd be over the moon if I made £1850! (I'm just a student making stuff in my spare time though). Although I rather doubt I'll reach those sorts of sales numbers, hopefully it means that I should be able to make a small profit (over the cost of the publisher license) if I release a couple of games this year, and that's all that matters to me. I can see how it's disappointing for actual devs though, hopefully things will pick up a bit as time goes on.

They really need to open it up to more regions as a priority. When only 9 countries out of the entire world can access content, (and the excluded countries are hardly third world nations! Opening up to the rest of Europe would be a good start), it's not going to appeal to a large crowd of developers, if only because developers outside that region mostly can't even release content they've started/finished already onto the Store.
 
According to the PSM documentation the dev sets what they want to get for each unit sold, and then Sony sets the final price adding their cut which wouldn't be always the same.
In an example shown in the doc Sony's cut was 30% (like in Apple's appstore), but in Haunt the House seems to be a 40%.
If you are a dev you pick a level on a whole sale chart. Submition docs ask for that chart number, not a price.
 
Jeremy's heard some of my struggles with PSM's DRM, and now I share it with the world:

I talk about PlayStation Mobile DRM:

BEZlYq6CEAEkryw.jpg+large.jpg


I did some Googling recently, and was startled to find that no one was talking about PlayStation Mobile's DRM. You would think that since the service launched in October, someone somewhere would've been inconvenienced by Sony's protection. Then again, looking at the sales figures for some of these games, maybe I am the only one ... A few weeks back I found myself in a situation where WiFi was no longer something I could use on my Vita. I hadn't realized that without regular WiFi access my PlayStation Mobile purchases would become useless. I suppose it makes sense, when booting up a PlayStation Mobile game you're usually required to connect via WiFi to Sony's servers to authenticate the game. It appears Sony gives users about a 30 day grace period between needing a WiFi check up. What happens if you don't boot up a PSM game with WiFi running after 30 days? You get the message above, and are unable to play any PlayStation Mobile game at all. Thankfully, connecting to WiFi while playing one game will set your entire PSM catalog back to a playable status. You don't need to go through each individual title and boot them while connected to the internet.

http://psvitaloca.blogspot.ca/2013/03/playstation-mobiles-drm-detailed.html
 
Same DRM that Xbox Live Indie Games have. Though they don't have a 30 day grace period. (But are also on something less likely to suddenly be without online access.)
 
XBLIG have that DRM because you aren't required to use ESRB/PEGI ratings. PSM requires those IIRC, but Sony managed to get them done for free.
 
The thing with that DRM is that I can understand it on Android, but, unless I've missed some major news, there isn't any way to get unauthorised access to content on the Vita, so it seems a little pointless to check every 30 days. Surely PSM games should have the same sort of security as PSN titles, that prevents you from playing games that aren't registered to the PSN ID tied to that memory card? PSN games don't have to constantly check for authentication, so it seems a little odd.
 
Where do I jump from to make it to the top left corner pool in Life of Pixel - level: Floating Pools of Death (C64)? I can't figure it out so I stopped playing :(

edit: this level
life-of-pixel.jpg
 
Q&A was interesting. Sad to hear it won't be 60fps although I will still get it. Still looks far and away to have the best graphics of any PSM game. We need more games like them on the platform so I hope it sells decently.
 
Is Dungeon Bandit any good? It's a little too expensive to throw money at without a clue as to what it is. I was thinking about getting that along with Gun Commando and Radiant Flux. If that's no good I suppose I'll get Haunt the House based on the positive Eurogamer review.
 
Survival works well but the first mission bugged at the end for me, it's flickering after I finished the mission and moving at like 1fps .. Might have downloaded a dodgy copy - my net has been spotty, redownloading now

- yep much better! dodgy download I guess :S although the pause at the start during the download happened again weirdly :S anyway works fine - liked the intro storyline too haha.

gameplay picks up as you progress too! liking it for very quick impressions and the mechanics introduced in the second level make it seem like it would be fun to play and I can see how it would be addictive. Brb!
 
Survival works well but the first mission bugged at the end for me, it's flickering after I finished the mission and moving at like 1fps .. Might have downloaded a dodgy copy - my net has been spotty, redownloading now

Yea I didn't have any of that. Did about 4 races in story mode then started playing survival
 
They should let some of these games "graduate" to the other side of the store. There are some obvious problems with that idea but the separate but equal tab thing also doesn't seem to be going well either.
 
We’re making it easier than ever to bring your game to the millions of PlayStation® gamers around the world! PlayStation® Mobile provides a user-friendly SDK targeted at a growing array of Android-based devices, such as tablets, smartphones and the PlayStation® Vita. We aim to create a destination that attracts gamers of all kinds that are looking for the quintessential PlayStation® experience. Easy online sign up, streamlined content submission and approvals and low licensing costs make developing for PlayStation® more assessable than ever. Developers making great games that we can support and showcase are what make PlayStation® Mobile a unique platform for amazing content.

We will be demoing the PlayStation®Mobile tools, showing you just how quick and easy it is develop, build, and test your content using PC Simulator (included with the PSM SDK) and the PlayStation®Vita. Also in our booth will be the four semi-finalists from our recent PlayStation® Mobile GameJam, held at IndieCade EAST 2013! Come check out their games and talk with them about their development experience on the platform.

To find out more about the PlayStation®Mobile Experience come talk with us at the PlayStation® booth at GDC 2013 or visit us on the web: https://psm.playstation.net/

http://www.scedev.net/gdc/playstation-mobile.html

What support?
 
Everyone should try out Forevolution!!!

I wish I could get some codes to give out but none in hand at the moment.

PSMobile does have a way to give out review codes correct?
 
Everyone should try out Forevolution!!!

I wish I could get some codes to give out but none in hand at the moment.

PSMobile does have a way to give out review codes correct?
I can't find anything out about it.

EDIT: Duh, clicked the PSNStores link above...

... and I still have no idea what it is.
 
Everyone should try out Forevolution!!!

I wish I could get some codes to give out but none in hand at the moment.

PSMobile does have a way to give out review codes correct?

Is that your game?

I think it's a perfect example of why PS Mobile needs demos. The high price combined with the somewhat odd looking screenshots and the description that doesn't really describe the gameplay, well, it's going to be a tough sell.
 
Everyone should try out Forevolution!!!

I wish I could get some codes to give out but none in hand at the moment.

PSMobile does have a way to give out review codes correct?
Gonna grab that and Eufloria later tonight. Time to start supporting these indie devs :)

DiscoJer said:
Here's a little bit of more sales data

The Haunt the House people apparently gave a talk at a conference, and mentioned their sales
http://www.youtube.com/watch?v=xEir7vYkg1I

Apparently in 4 weeks they sold 1100 copies at 2.79 pounds and made 1850 pounds. Which is what, $3500? (Edit, no, it's $2800)

The audio is a little hard to make out, but it seems like they switching to iOS/Android development because this is considered "good" by PS mobile standards.
To be fair, there is no guarantee they will sell better on iOS.
 
Is that your game?

I think it's a perfect example of why PS Mobile needs demos. The high price combined with the somewhat odd looking screenshots and the description that doesn't really describe the gameplay, well, it's going to be a tough sell.

No I am not the developer but I am related to the project. We basically helped find a company to port the content to PS Mobile and also handled the localization--although I didn't work on the translation personally.

Yeah, I agree that it is a little bit of a hard sell. Unfortunately there are a few companies in the way and we don't really have much say in how everything is handled.

I forgot my Vita at home but once I get back I am going to check the store page. Hopefully we can convince the actual publisher to make the description clearer.
 
To be fair, there is no guarantee they will sell better on iOS.

But they probably won't sell much worse (the original flash version is pretty popular), and there is a much, much higher ceiling elsewhere.

If you look at the most popular PS Mobile title, which I think is Super Crate Box, it's only got 260 or so ratings in NA, compared to Terrortown's 75.

While I don't think you can directly extrapolate the number of ratings and say that SCB has sold 260:75 (or 3.5) times as much as TerrorTown, it's probably in the general area. But even if it's even ten or twenty times the sales, it's still much, much lower than top mobile games.

Heck, the best selling Mini, Age of Zombie, has something like 5,000 ratings in NA. That's like over 3 1/2 years, but SCB has been out for 6 months. And sales of that weren't good enough to keep Half-Brick making Minis, they moved to iOS and hit it big.
 
Played some Gun Commando. Would be a good game if they didn't ruined the aiming. How can they not get it right when the game is a FPS? Any news about a patch?
While we are talking about patches. Is the only way to patch a PSM game to redownload it from the store? My Life of Pixels savegame got deleted because of that. Will this happen to any game you patch?

Also bought Switch Galaxy because it is from some ex-Studio Liverpool people. Someone has to support PSM.
 
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