But now, after 2 months for the release of our first game (Cut My Puzzle), and also talking to several developers, I think I can give you a ballpark of the daily downloads of a normal game. In fact, I think Cut My Puzzle reflects exactly that.
I call a normal game here a game in which the majority of your downloads are organic, what I think it is the reality for most indie developers who don't have lot of money to spend in markting/PR.
So, let's see how Cut my Puzzle has been performing until now.
On the other hand, Google Play started with very downloads (<10 d.d.) and now it almost with the same rate of iOS downloads.
Amazon Store has very low downloads and it is the only store that we have a free and paid version of Cut My Puzzle. The graphic reflects the free version. Amazon has recently expanded to more 200 countries, so I would not be surprised if the d.d. starts to increase.
If we take the average daily downloads from that period above (~2 months), we have:
- iTunes Store: ~70 daily downloads
- Google Play Store: ~28 daily downloads
- Amazon Store: ~9 daily downloads
As you can imagine such numbers of downloads are very low if you want to make money from your game but I think that it is what you would have if you simply launch a traditional game in the market (like Cut My Puzzle which is a jigsaw puzzle game) and do not spend time/money in marketing it properly.
Something that I will try to do now is optimize the search keywords for Cut My Puzzle in the iTunes Store (what is called ASO - App Store Optimization). Some developers say that you can expect thousands of daily downloads if you have a good ASO for you app/game. You example you can find here.
I hope you find these numbers useful and I will continue to post more statistics about our games specially as we try new different marketing techniques.