I ALSO Quit my full time corporate job. Built an Android game. It failed! Here are revenue numbers and what I learned.

Title: How I Quit My Corporate Job to Build an Android Game (It Failed—and Here Are the Revenue Numbers and Lessons)

In this post, I share my experience of leaving a full-time corporate role to pursue solo game development, the financial results I achieved, and the key insights I learned along the way.

Overview
– I developed a mobile game as a solo developer, monetized through in-app purchases and ads.
– Revenue was modest: just over $25 total from IAPs and ads.
– The journey highlights how competitive and difficult it is for a single developer to break through in the mobile gaming market.

Background
– Development tools: Gamemaker: Studio.
– Motivation: after a suggestion from my wife, I decided to publish the project publicly.
– The Android app I released: Powerhouse, which at one point ranked around #63 on the top new free puzzle games list.
– Marketing efforts: I attempted to reach reviewers and YouTubers for exposure, and I invested in advertising. The outcome was underwhelming, and budgeting was constrained due to family responsibilities.
– Earlier project: Splitball, which served as a learning venture for navigating Google Play and understanding user expectations around permissions and art style. This experience taught me a few hard truths:
– I’m not strong in art assets.
– Users react negatively to excessive app permissions.
– I decided to minimize permissions and pursue a simpler art direction for subsequent titles.

Performance and Feedback
– Download total: roughly 1,000 across all attempts.
– Monetization: about 2 in-app purchases and a small amount from ads.
– The most meaningful feedback came from reviewers who enjoyed the gameplay, which was encouraging even if monetization didn’t meet expectations.

Notes on Revenue and Industry Realities
– I don’t have a revenue graph to share, but the financial takeaway is clear: success in indie mobile gaming is highly unpredictable and often requires a mix of luck, quality, and effective marketing.
– While a compelling game helps, standing out in a crowded market remains an enormous challenge for solo developers.

Personal Reflections
– I built the game with love and passion and continued to update it after release.
– The experience underscored that, despite dedication, achieving significant financial success as a single developer in mobile gaming is rare.
– I share this candidly to help others calibrate expectations and plan more realistically.

Takeaways and Advice
– Start with a clear, achievable scope to avoid burnout and stretch goals that aren’t sustainable.
– Consider user experience priorities (permissions, art style) early to reduce friction in the app store.
– Be mindful of marketing ROI; highly selective, targeted outreach can be more effective than broad, costly campaigns.
– Celebrate the personal wins—a finished project, positive reviewer feedback, and the learning gained along the way—even if the revenue isn’t transformative.

Edit: A note of gratitude
– I received my first “gold” award on this post, and I’m grateful for the supportive feedback and thoughtful discussions. Your insights have been incredibly valuable, and I’m continuing to learn from the community.

If you have questions about indie game development, monetization strategies for small teams, or how I approached marketing on a limited budget, feel free to ask.

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