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Whale Trail Android release is "litmus test" for premium pricing

By Matthew Handrahan

Thu 19 Jan 2012 9:35am GMT / 4:35am EST / 1:35am PST

UsTwo co-founder Matt Mills claims he was wrong to avoid freemium model

UsTwo co-founder Matt Mills has claimed that the Android release of its iOS game Whale Trail this week could be company's final "premium" priced release.

In a statement acquired by, Mills explained that the 140,000 downloads Whale Trail received on iOS did not cover its production costs - the game is priced at 99c /69p on the App Store, but UsTwo invested $250,000 to develop both versions.

"We had invested a lot of money making and marketing a game for the masses and it failed to reach the masses," he said.

"Although we're still getting around 500 to 700 downloads a day on iOS, we quite rightly feel it's not enough for a game of such quality. So our conclusion is that we were wrong to go premium."

The Android release will also be priced at 99c/69p, and Mills wants 45,000 downloads in the "first few months" on sale as a "litmus test" for the viability of charging for high-quality games on mobile platforms.

"If we shift less than this, then we can safely say premium is no longer sustainable for UsTwo and others like us in terms of investment," he added. "We simply need to see ROI over a shorter time period."

"This is a chance to see if Android users accept or reject a game that has so far cost 250,000 across both platforms to create and market and continually update with new content."

In August, 2011, Mills wrote an editorial for about the company's decision to, "remain as far away as possible from the F-word - freemium," for Whale Trail's iOS release.

"The last time I looked, gaming was about art, playability, enjoyment and fun, not about complex ways of getting users to spend money on items that don't actually exist in the real world."

"Besides, we don't have the time or patience to study the mechanics, infrastructure and psychology needed to make a freemium game actually work."

However, while many developers are still uncomfortable with the free-to-play model, a number of studies published in 2011 indicated that freemium downloads and revenue are dominating the smartphone business.

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Mike Gamble European Territory Manager, Epic Games

7 9 1.3
In my opinion 99c/69p isn't premium pricing it places you amongst the morass of every other title that can't make up it's mind. Premium pricing should set you apart -" hey that titles $6.99, whats different about it? It must be good to be that price"

Edited 1 times. Last edit by Mike Gamble on 19th January 2012 3:35pm

Posted:4 years ago


Manoel Balbino Programmer, Playlore

15 3 0.2
I agree. They should have priced it higher, because most of their sales are likely from people who are resourceful enough to know about their game without marketing/top25/featured/etc and would have likely have no problem paying more for it.

Also, it allows for sales. People see more value in a game that costs $.99 for a limited time than games that have always cost $.99. There's no rush to buy an interesting game that is very cheap or even free.

Posted:4 years ago


Tamir Ibrahim Programmer, Rodeo Games

76 56 0.7
It's a shame because the game is wonderfully produced. The problem is lack of visibility. I didn't even know this was also available on Android until reading this article.

Posted:4 years ago


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