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World of Goo iOS Download Stats

World of Goo iOS Download Stats

Developers 2D Boy released an iOS version of their popular puzzle game, World of Goo, on the iPad last year. In the first month, they reported over 125,000 sales through the App Store – an impressive number compared to the best 31 day period on WiiWare (68,000 sales) and Steam (97,000 sales). 2D Boy later ported WoG to the iPhone, and made the app universal. Today, the developers have announced one million downloads and published a post detailing the download stats for the app.

- 69% of downloads and 79% of revenue came from the Universal version.

- 29% of downloads and 17% of revenue came from the iPhone version.

- 2% of downloads and 4% of revenue came from the Mac App Store.

The universal version ($4.99) brought a larger chunk of revenue than the iPhone app ($2.99). You’d think iPhones would bring in more sales thanks to their bigger installed base, but more often than not I’m hearing people willing to pay two bucks to get an iPad version “just in case”. Most of the times, of course, it is because they do have an iPad and 2 bucks are well worth the universal download. The Mac, on the other hand, brought only 2% of downloads, but the app is sold at $9.99 there – plus it’s likely that Mac users have already played the old PC/console versions, or bought the iOS app.

Android numbers are noteworthy as well. They’re smaller than iOS when it comes to paid downloads (70,000 copies sold in a month), but impressive in the free demo with over 450,000 downloads. 2D Boy says during the same period last year they sold around 180,000 copies of WoG for iOS. My takeaway after reading this post and Gina Trapani’s Todo.txt sales numbers for iOS and Android – as well as talking to several Android users’ experiences with the Market – is that the App Store still generates much larger numbers of paid downloads (especially when tech coverage and Apple promotions are involved), but Android, too, is growing on that front. I wouldn’t expect Infinity Blade II kind of growth on Android, but 70,000 copies isn’t bad for an indie development studio.