App Store publisher Riptide Games has published an in-depth blog post detailing the in-app purchase sales figures of its momentum-based puzzler Gravity Sling.
Riptide took a unique approach with Gravity Sling’s release — the game is distributed as a free download, and the first 15 levels are playable without purchase. An additional 30 levels are available as a 99-cent in-app purchase.
Gravity Sling was one of the first iPhone titles — along with ngmoco’s Eliminate Pro and Touch Pets Dogs — to take advantage of a recent change in Apple policy that allows developers of free apps to charge money for in-app purchases.
According to Riptide’s sales data, Gravity Sling has met with “limited success” so far. The game’s overall conversion rate stands at 1.91% — one in 50 users chooses to purchase the 99-cent upgrade. Of 66,346 total downloads of the free app, 1,267 App Store customers bought the expanded content.
Riptide also notes other significant findings based on region and timing factors. Purchases typically happened a day or two after a free download. 85% of total downloads have come from Japan. OpenFeint also played a big role in sales; according to Riptide, OpenFeint users were “almost 3 times more likely to purchase a level pack than non-OpenFeint users.”
Riptide plans to release new Gravity Sling level packs soon, along with a “premium” paid version for OS 2.2.1 users.








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