Temple Run makes 5 times more revenue as free-to-play

Imangi Studios co-founder explains massive boost that came from making iOS app free

Imangi Studios co-founder Natalia Luckyanova has revealed that the fast paced iOS game Temple Run made five times as much revenue once it became a free app.

"The revenue immediately went up about 5x when we set the app free," Luckyanova told Gamasutra.

"Keeping it free was a no-brainer."

Temple Run is currently number one in the free app charts on iPhone, and allows players to buy upgrades for their character, who has to dash across a temple avoiding obstacles. The switch from a low price of 69p to free came after the game's sales began to slump.

"At this point, we had little to lose, so we decided to try going free, which is the option we had in our back pocket from the start," she explained.

"If nothing else, we figured we'd have more people playing the game. If the revenue is similar, it's always better to have more players."

The game peaked at 300,000 downloads in one day, and revenue and download numbers are still growing.

She also explained that marketing was minimal relying on cross promotion with peers' apps and organic growth. She warned that free may not be the ideal business model for everyone.

"Not sure how we'll launch games in the future, but for now, our instinct is to stick with free," she concluded. "It's an amazing feeling to have millions of people playing your game!"

Imangi Studios is based in Washington and was launched by Luckyanova and her husband Keith Shepherd in 2008.

More stories

Genshin Impact made $245m in its first month on mobile alone

Sensor Tower: This makes it one of the biggest mobile launches ever

By Rebekah Valentine

Scopely picks up $340 million in Series E funding

At least 14 investors lend support to Star Trek Fleet Command company

By Rebekah Valentine

Latest comments (8)

GameViewPoint Game Developer 8 years ago
It's an easy to get into game with some nice 3D visuals which don't overcomplicate the experience and it's free. I think it shows the way forward for many games on the app store.
0Sign inorRegisterto rate and reply
Andrew Jakobs Lead Programmer 8 years ago
Well, for people who payed for it, it must be a bitch, even if it's only 69p.. In the end, the game isn't really 'free-to-play', to advance you will have to buy stuff..
0Sign inorRegisterto rate and reply
Nicholas Peterson Founder, CFO, VisionaryX GmbH8 years ago
A well made free to play game is playable without ever having to buy things, what you buy should make things easier, nicer, prettier or faster etc, but not prevent a user from playing the game as such, some options like extra levels or difficulties could also be reasonable as long as the initial available levels hold up the users interest enough. Making the switch to free to play does not always mean your user base will be upset, if they have played your game a lot and you reward them for that with new stuff, and possibly some of the pay stuff to make up for the fact they bought the game, then most users will be positive about the change. When we did the change with our first game, we had the problem that we had not planned for the change, so we had no way of knowing wether a user had paid for the game or not, so if you plan to go this way some day, make sure you have a way of recognizing those that have paid for it.
0Sign inorRegisterto rate and reply
Show all comments (8)
Anila Andrade Associate Producer, 99Games Online8 years ago
I agree with Nicholas. Personally, I think a free game with a well planned in-app purchase option would fare a lot better than a fully paid game. We've tried different options-going only paid, free-ad supported only, paid with in-app, free for a few levels and pay for the remaining levels. All in all, unless you measure how each of it works, you'd not really know what works well.
0Sign inorRegisterto rate and reply
Bruce Everiss Marketing Consultant 8 years ago
There are lots of possible methodologies when it comes to implementing the freemium model.
It really depends on the individual game as to which of these magnetisation routes to go down.

What is for sure is that at long last the game industry is taking advantage of interaction to protect us from the theft of our work.
0Sign inorRegisterto rate and reply
Bruce Everiss Marketing Consultant 8 years ago
@John Owens

Apple have paid over $4 billion to app developers so far.
So your mobile developer obviously wasn't one of the successful ones.
0Sign inorRegisterto rate and reply
Andrew Goodchild Studying development, Train2Game8 years ago
$4 billion over how many paid/freemium apps. Surely you need the mean or mode figures before you can say whether 30 is successful compared to the market. If there is 100 million paid apps, giving a mean figure of $40 per app, 30 per day is outperforming the market.
0Sign inorRegisterto rate and reply
Bruce Everiss Marketing Consultant 8 years ago
A more pedantic pedant would also point out that it depends on the definition of success.
0Sign inorRegisterto rate and reply

Sign in to contribute

Need an account? Register now.