Zombie Karts Sales: How Much Can a Kart Game Make?
by Chris Jorgensen · 11/19/2009 (7:41 pm) · 17 comments
The vast majority of us have limited amounts of time and money. As such, we naturally seek to mitigate our risk and take the surest development bets. After exactly 28 days of sales, I can now say that the TGB Kart Kit is a good bet.
As I noted in my previous blog, I was able to take TGB Kart Kit v1.1 plus 4 weeks of time for content creation and coding, and release the game Zombie Karts to the App Store. Four weeks, admittedly, isn't enough time to put true polish on a game. But I was on a mission and out to prove a point: creating and selling a game with the kit is easy. I'll even further admit that I've taken an additional week of part time work to create more content, optimize performance, and integrate OpenFeint into the game for versions 1.1 and the soon-to-be-released version 1.2 of Zombie Karts.

Point being, how much money can one make off of 5 weeks of part-time work plus $50 for a kit? As it turns out, quite a bit! Here are my sales figures for Zombie Karts thus far:

(Note that weeks 1 and 5 are partial weeks that add up to 7 days combined.)
The big spike came from Apple featuring the game in "Hot New Games." And why not? How often are (semi)3D racing games launched? Not often -- and most by "big" developers. Additionally, the game remains in the "New and Noteworthy" section of iTunes. But let me state this: if I can crank out a no-frills kart game with programmer art and sell over 1200 copies in 4 weeks, anyone with the kit and a vision should be able to do better. To put that in dollars, 1200 games is $840 revenue pre-tax. That's nearly $800 profit from a $50 kit! Is that going to buy you a car or make you rich? No. But it's a handy chunk of change to reinvest into your development.
In my next blog, I will describe the next big update to the TGB Kart Kit and the direction I plan on taking it.
As I noted in my previous blog, I was able to take TGB Kart Kit v1.1 plus 4 weeks of time for content creation and coding, and release the game Zombie Karts to the App Store. Four weeks, admittedly, isn't enough time to put true polish on a game. But I was on a mission and out to prove a point: creating and selling a game with the kit is easy. I'll even further admit that I've taken an additional week of part time work to create more content, optimize performance, and integrate OpenFeint into the game for versions 1.1 and the soon-to-be-released version 1.2 of Zombie Karts.
Point being, how much money can one make off of 5 weeks of part-time work plus $50 for a kit? As it turns out, quite a bit! Here are my sales figures for Zombie Karts thus far:

(Note that weeks 1 and 5 are partial weeks that add up to 7 days combined.)
The big spike came from Apple featuring the game in "Hot New Games." And why not? How often are (semi)3D racing games launched? Not often -- and most by "big" developers. Additionally, the game remains in the "New and Noteworthy" section of iTunes. But let me state this: if I can crank out a no-frills kart game with programmer art and sell over 1200 copies in 4 weeks, anyone with the kit and a vision should be able to do better. To put that in dollars, 1200 games is $840 revenue pre-tax. That's nearly $800 profit from a $50 kit! Is that going to buy you a car or make you rich? No. But it's a handy chunk of change to reinvest into your development.
In my next blog, I will describe the next big update to the TGB Kart Kit and the direction I plan on taking it.
About the author
Owner of Cascadia Games LLC
#2
11/19/2009 (8:33 pm)
Well done on the game and thanks for the stats, it give good food for thought
#3
11/19/2009 (10:04 pm)
Grats ! Great work !
#4
11/19/2009 (11:47 pm)
Wow awesome insight. Thanks or sharing this with us!
#5
11/20/2009 (12:36 am)
Yep. Crowded as the App Store is, I still it's the best opportunity out there for indies. Facebook is a close 2nd.
#6
11/20/2009 (12:36 am)
...I almost forgot...nice job Chris!
#7
11/20/2009 (1:58 am)
Excellent - great game! I bought it simply because I miss Wacky Wheels.
#8
Im gonna get the game and make it +1 D: awesome work.
11/20/2009 (4:34 am)
Wow, thanks for the cool info and the encouragement for the others!Im gonna get the game and make it +1 D: awesome work.
#9
11/20/2009 (4:42 am)
Good job and thanks a lot for the stats!
#10
11/20/2009 (6:00 am)
Wow, that's really cool. Great job, and thanks for sharing your stats!
#11
11/20/2009 (8:02 am)
Brilliant results, thanks for sharing. Not sure how I missed this one but I know own a copy :)
#13
edit: Oh, and at this point in my financial affairs, $800 is what kind of cars I look at. ;)
11/20/2009 (2:52 pm)
It is really cool share this type of info with the community. Many thanks.edit: Oh, and at this point in my financial affairs, $800 is what kind of cars I look at. ;)
#14
11/20/2009 (2:53 pm)
Very cool. Thanks for the info. Gives me encouragement to continue on my path. I'm not looking to get rich (though I wouldn't hate it) It's nice to know you can really make some decent scratch, enough to do as a money making hobby at the very least.
#15
We haven't tested on an iPhone yet, which is our biggest concern. We are waiting for ours to arrive.
We'll post a blog about it in the upcoming weeks.
Nice work ;)
11/20/2009 (6:38 pm)
Nice to hear that. One member of my team is prototyping a game with this kit for little over a week now, and it have been great. As easy as we thought it would be. We haven't tested on an iPhone yet, which is our biggest concern. We are waiting for ours to arrive.
We'll post a blog about it in the upcoming weeks.
Nice work ;)
#16
@Gameblox: I've ended up doing a lot of optimizations for iPhone performance. Email me or hit the forum if you want to hear what I did before I get the next kit release out.
11/22/2009 (2:55 pm)
Thanks for the comments. I always appreciate when others share stats, so I thought it was time to return the favor.@Gameblox: I've ended up doing a lot of optimizations for iPhone performance. Email me or hit the forum if you want to hear what I did before I get the next kit release out.
#17
11/23/2009 (3:12 pm)
So, Chris, how much cash could a kart kit cart if a kart kit could cart cash? :)
Associate Tom Eastman (Eastbeast314)