First off, I just want to say... if you're looking for a get rich quick scheme, the pet site industry is probably not the best place to look. Over the years, I've heard of owners who have to pitch in their own money, who only break even each month and pray that they can pay their hosting bill, and the rare owner who can live off their game's income. I'm definitely not saying it's impossible to get rich and with a great idea, you probably could. But it's not an easy way to make money.
Here's a bit of background on the journey of Eqcetera. I bought Eqcetera from a friend back in 2012 and released it to the public after updating the art and layout and adding a couple features. Back then, I was still in school full-time and almost graduating. Although I kept ownership of the game from December 2012 to about August 2013, the stress was too much for me, and I ended up selling the game to the then current admins. Fast forward to December 2015 and those same admins gave me back the game. Note that the reputation of the staff had gone down severely because of unkept promises. They had promised a second version since around the first part of 2013 but never fulfilled on it, leaving that promise to me. It took from the first part of 2016 to July 20, 2019 to release a completely new version. And here we are!
Eqcetera has been open almost 6 months. I did one test run of some ads but no further marketing. We've been growing steadily and are working on increasing new player retention before putting a bigger budget into marketing. There are 2-4 development updates per month which means we're also making progress on new features.
I just released a quarterly report for Eqcetera.com to its players, and I thought it'd be cool to share it with all the aspiring game owners out there.
Month
Revenue
Expenses
Profit
October 2019
$1,413.60
$2,936.61
-$1,523.01
November 2019
$1,362.38
$3,153.18
-$1,790.80
December 2019
$1,840.66
$3,058.55
-$1,217.89
Detailed report: Google sheet
Not many games are very open with their revenue and expenses. The revenue is not very much, but I thought the expenses would be of more interest to you guys. You can see from an open game what is taking up money. Please note that I do all the programming for the game and I've set my personal rate at $50/hr. Other programmers might have different rates or you might release features slower or faster. Every game is different.
As you can see, I'm a big data nerd with many spreadsheets besides the one linked here. I can tell you what each player spends on average, email open rates, player retention, etc. I've also started to get more involved in the marketing side with automated emails, e-commerce reports, etc. If you're a game owner and have any questions about any of this stuff, I'd be happy to help! I want us all to succeed in this market.
Hopefully this helps you guys who are building games and planning your launches!
Here's a bit of background on the journey of Eqcetera. I bought Eqcetera from a friend back in 2012 and released it to the public after updating the art and layout and adding a couple features. Back then, I was still in school full-time and almost graduating. Although I kept ownership of the game from December 2012 to about August 2013, the stress was too much for me, and I ended up selling the game to the then current admins. Fast forward to December 2015 and those same admins gave me back the game. Note that the reputation of the staff had gone down severely because of unkept promises. They had promised a second version since around the first part of 2013 but never fulfilled on it, leaving that promise to me. It took from the first part of 2016 to July 20, 2019 to release a completely new version. And here we are!
Eqcetera has been open almost 6 months. I did one test run of some ads but no further marketing. We've been growing steadily and are working on increasing new player retention before putting a bigger budget into marketing. There are 2-4 development updates per month which means we're also making progress on new features.
I just released a quarterly report for Eqcetera.com to its players, and I thought it'd be cool to share it with all the aspiring game owners out there.
Month
Revenue
Expenses
Profit
October 2019
$1,413.60
$2,936.61
-$1,523.01
November 2019
$1,362.38
$3,153.18
-$1,790.80
December 2019
$1,840.66
$3,058.55
-$1,217.89
Detailed report: Google sheet
Not many games are very open with their revenue and expenses. The revenue is not very much, but I thought the expenses would be of more interest to you guys. You can see from an open game what is taking up money. Please note that I do all the programming for the game and I've set my personal rate at $50/hr. Other programmers might have different rates or you might release features slower or faster. Every game is different.
As you can see, I'm a big data nerd with many spreadsheets besides the one linked here. I can tell you what each player spends on average, email open rates, player retention, etc. I've also started to get more involved in the marketing side with automated emails, e-commerce reports, etc. If you're a game owner and have any questions about any of this stuff, I'd be happy to help! I want us all to succeed in this market.
Hopefully this helps you guys who are building games and planning your launches!