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Re:Monument Valley in Numbers by rdoherty on Thursday January 15, 2015 @02:52PM (#8894926)
Anyone know how they achieved such huge sales the first day/week they released? From other app/game stories I've heard it often takes a while for people to notice new apps and gain traction.
Re:Monument Valley in Numbers by jdk on Thursday January 15, 2015 @02:59PM (#8894961)
It was Apple's Editor's Choice in the app store (across all apps, not just in games) in its release week plus a fair amount of pre-release hype. Though mostly it's about being Editor's Choice.
Re:Monument Valley in Numbers by JabavuAdams on Thursday January 15, 2015 @03:09PM (#8895015)
The put it out there and gain traction model doesn't generally work for any game project that's going to make money. Yes, if you're making $20 in revenue the first week, you might make a bit more in some other week, but probably not.

Typically you need to plan press, cross-promotions, and hit up those Apple app-store review contacts (basically, listen to their vague hints about what it might be good to do) to try to get a bump on day 1.

Re:Monument Valley in Numbers by weaksauce on Thursday January 15, 2015 @02:55PM (#8894946)
Apple was promoting that game pretty hard before release and they had a prominent place in the App Store. I think they got it because it was iOS only for a spell and apple played that up.