Let’s talk a bit about mobile revenue distribution. Wonder on which platform Top Run performed better in terms of revenue?
This post is only about mobile version of Top Run, released on Android and iOS. It is a free-to-play game, so we have two sources of revenue here: ads and in-app purchases. We will not talk about absolute numbers, but percentage share of a platform.
First thing we need, is distribution of downloads between iOS and Android to put other numbers into some context. Top Run was downloaded 124,000+ times on Android and 93,000+ time on iOS. 215,000+ times in total.
Profit Distribution (Including Ads)
This metric takes into consideration 30% (roughly) cut Apple and Google take from the IAP revenue. Does not include our local taxes.
In-App Purchases Revenue Distribution
This does not take into account Apple’s and Google’s cut or any additional taxes. Pure revenue.
Top 10 In-App Purchases
- Infinite Tokens (32% of all purchases)
- Full Game (low tier) (24% of all purchases)
- Remove Ads (15% of all purchases)
- Cybervaders Arcade
- Full Game (medium tier)
- Full Game (high tier)
- Evil Buddy Skin
- Pug Buddy Skin
- Robocorn Buddy Skin
- Anti-Banana Kevin Skin
This is multi-platform Top 10, includes both iOS and Android. Interesting difference between platforms here is that on iOS, Full Game (low tier) is the most popular purchase.
Another fun fact is that when we added the token system to Top Run, our intention was not to earn money on it – we simply wanted a way to limit playtime so that players’ didn’t get bored too quickly.
If you’re interested in some other metrics – send us a message, and we might be able to share them 🙂
We’ve had banners promoting dog adoption from the very beginning in Top Run. Today we’d like to expand on that and from now on we’ll be giving in-game Cybervaders arcade for free to anyone who’ll send us a photo of their adopted animal (not only dogs!)
In mobile version of Top Run, both Android and iOS. Cybervaders is already available to everyone in the console/PC version.
What do I need to do?
- Send us a photo of your adopted animal (dog, cat, cow, anyone!) on Twitter, Facebook, Instagram, Lena’s Instagram or just email it to us. We’d also appreciate a little backstory, but it’s absolutely not required.
- Wait. We’ll get back to you with a code to Cybervaders!
Why do you do it?
Because why not? It may not boost animal adoption rates, but we’re glad to reward people who adopt animals in any way we can!
It all became possible thanks to our amazing publishers – Fantastico Studio. It’s a joy to work with them!
Since Top Run is now available on a bunch of new platforms, we’ll continue supporting it, so get ready for some new content!
We can’t believe it but this is happening! Thanks to amazing guys from Fantastico Studio, Top Run is coming to Nintendo Switch, Steam, Xbox One and PS4. We’ll be able to share more details soon.
Meanwhile check out the release trailer:
Thank you for all your support!
2019 was a year when we realized that Katata Games is real!
So in 2019 our lives did a 180 degree turn. We can’t actually say it was because of the year 2019. We started studying gamedev and making Top Run back in 2017.
In 2019 we’ve continued to study programming and art but it was also the year when we first saw all our hard work starting to pay off.
Top Run has been downloaded over 170,000 times since its release on February 1, 2019. It was also Game of the Day on the App Store worldwide and got into Play Store Indie Corner.
Thank you all for being with us and supporting us in this year and years before!
We can promise you even more cool news in 2020.
We wish you all to achieve the success you dream of in 2020, and we can’t wait to see the results of that!
Hi! We’ve abandoned our website for a while, you might have noticed that it hasn’t been updated since February.
It’s not because we’re not into game development anymore, quite the opposite. We’ve been so busy updating Top Run and pursuing other ideas that we just had to no time to update our site.
It’s not how we want to keep it, so we’ve updated our news feed with all updated which have happened since February and we’ll start writing new blog posts soon.
We’ve also updated the design a bit to keep it up to date.
Finally, we are working on a new game right now and we plan to update you with our progress here, in our blog.
Thank you for following us!
Since release of Top Run we’ve been receiving lots of great feedback. However, some people also found and reported various bugs, some of them pretty serious.
Please note that following known bugs appear in version 1.0.0
- It is possible to lose some or, in rare cases, all game progress due to a bug in cloud saving. Cloud saving will be temporarily disabled in the next update.
- Achievements and leaderboards don’t currently save progress. We are fixing this issue and you may experience problems with signing into your Google Play account until we fix it.
- Sometimes the game won’t launch after deleting it from your device and reinstalling it again due to a bug in cloud saving. Cloud saving will be temporarily disabled in the next update.
- Hardcore leaderboards don’t currently save progress.
- iPhone 5s and iPad Mini 2, 3 users may experience a bug when in-game UI becomes invisible, rendering the game impossible to play.
- Problems with elements positioning on 4:3 screens
We are working hard to fix these bugs and first update will roll out no later than tomorrow. Thank you!
Congratulations to us! 3 days ago, on February 1st, we’ve released Top Run on Android and iOS! We’ve been busy dealing with feedback and bugs since then and first update is already coming. Thank you for you support!
Download Top Run
Remember how easy it was to show adults colorful drawings you made when you were a kid? Not anymore. We are adults and we are making a G A M E. Of course, it’s our first game and we had no idea how to do anything, including UI (and we still don’t), but it’s nevertheless embarrassing to show earlier versions. There’s a good side though – someone might find it helpful and feel great because their UI is better. Here we go!
January: In the beginning we thought that VHS-like font is totally cool and used it everywhere until we realized that we will localize the game and the font doesn’t support any languages other than English. We wanted Top Run to work in all languages. So we said goodbye to that good looking font.
February: Same thing happened to extremely hardcore post-processing, ugly and too demanding for smart-phones. At that point we’ve added skins and that’s how buddy and Kevin appeared on the main screen. We wanted players to see that they can change skins!
Beta: We realized that square buttons are definitely not okay, but we didn’t know what else we can do yet. Thanks to similar-looking square buttons, many players couldn’t even find how to start the game! For same reasons skins and upgrades were completely unseen and forgotten by players.
November: We’ve got dad’s approval of the start button, threw away the rest of squared buttons and pixel counter (you don’t buy anything here so you don’t need it). iPhone X tests have shown that top-left icons were obscured by notch, so we rearranged them horizontally. Also, we gave up on our idea to show Kevin and Buddy in the main menu.
January: To be honest it’s still our favorite color scheme, it’s the real 80s. The idea was to give players a feel of an old computer. We showed it to our sisters and they found it depressing:(
February: 80s grid background solved depression problem.
Beta: Eureka moment: aaaaah icons were invented with a purpose! It solves localization and recognition problems (should’ve realized it way earlier, don’t judge us). Background is now even less depressing and we threw in a calling-to-action header.
November: We realized that our back button is more like a next button – it’s on the right, it kinda leads forward. Now it’s a home icon, in the upper-left corner. Also, meet new rotating powerup icons. Oh, and we decided to be more consistent and make all buttons blue and non-buttons pink (hope you get the idea). And it’s a game, it can be more vivid and fun!
We’ve added transparent grid background to all pop-up menus and a cool “now playing” panel. Also replaced those boxes with bullets to make it easier to read objectives.
January: Same story with depressing background:(
February: Obviously a bad decision to make that huge “1 token/restart” button with token counter under it. Background is not depressing anymore though!
Beta: We’ve added one more menu and restart button moved there, so it was replaced by next button. A huge and ugly next button.
November: Now players can share a screenshot of their score and send it to friends! That brings back the idea to show Kevin and Buddy skins (only now you can even show them to other people) and bye-bye square button, hello icons!
Beta: We’ve added temporary boosts and that’s how this menu appeared. Our goal was to show players that skins and boosts exist. Then we threw in statistics and upgrades buttons to fill the screen.
November: Game modes. We realized that a player should be able to change them before restarting the game. Boosts were changed to cheats, because cheating is something each of us did in games. At least once. And we made our restart button look very similar to start button. We checked with Dad, it’s cool. Overall, less square items and less clutter.
Conclusion: We still have no idea how to UI and no way current UI is up to any standards. However, it’s still better than it was (even dad could navigate there).
Here’s what we’ve realized during this time:
- Fonts should support all languages (it’s really bad when the game looks nice in English but when you change the language it’s just all ugly Arial)
- Buttons shouldn’t be same and square. Icons are great.
- Show your UI to your dad and your grandma and your little sisters/brothers and to your cat.
- UI is incredibly hard and that’s why UI/UX designers earn a lot. They deserve it.
- Forget everything we said and hire someone to do UI for you.