'Infinity Blade' Rakes in Over $1.6 Million

Discussion in 'iOS Blog Discussion' started by MacRumors, Dec 14, 2010.

  1. macrumors bot


    Apr 12, 2001


    Epic's Infinity Blade debuted on the App Store less than a week ago, but it has already become one of the most successful app launches of all time, reportedly grossing over $1.6 million in its first four days on the market.

    The estimate comes from Appmodo, who noticed over 271,000 Game Center users registered with the game, and with the game selling for $5.99, the total works out to over $1.6 million in revenue, of which Epic receives 70% while Apple keeps 30%. The totals appear to be even higher than those estimates, however, as Epic's Mark Rein tweeted that actual sales are actually quite bit higher than that suggested from Game Center stats, noting that not every iOS user is on Game Center.

    Article Link: 'Infinity Blade' Rakes in Over $1.6 Million
  2. macrumors 68000


    Jul 1, 2009
    Add me to the count of those users who have not yet registered for Game Center.
  3. macrumors 65816


    Sep 26, 2006
    I heard this game was pretty to look at but ultimately boring.
    Waiting for some better reviews about the game, or the price to go down...
  4. macrumors 6502

    Jul 21, 2008
    Thats some good money for just like the first few days of sales
  5. macrumors 68000


    Jul 1, 2009
    It is more pretty than it is gameplay, but does have some pretty cool multi-touch controls for sword fighting (especially parrying). You will see some better games being released on the same engine. This game reminds me a bit of Soul Calibur but with less special moves and more ability to increase your abilities as you go and instead of various stages, various set fighting points in the citadel as you progress towards the final boss.

    For those who don't know, Soul Calibur was a sword-fighting 3-D Street Fighter type game that had a "story mode" and "versus mode". In "story mode" you picked a single character to play and battle your way up to the final boss on various stages. Every character had their own story of why they wanted revenge on the main boss or some reason they had to have the all-powerful sword he possessed. I think it ended badly for all of them, by corrupting them once they obtained the all-powerful sword.

    Supposedly the developer is adding a "multiplayer mode". If this is going to be a "versus mode" then I think it will add a whole new dimension to this game and increase the number of hours of gameplay (especially if they add some combo moves).

    That said, I have had a hard time putting the game down -- so it must be pretty good (or I am easy to please).
  6. macrumors 601


    Oct 24, 2007
    Seattle, Wa
    Isn't that always how it is, though? I'm not an App Store developer so, i'm asking, but I kept hearing that while you were in the top 10 spot or if your stuff was popular overall then sales were pretty brisk. Once you drop off the list or the popularity dies down and it becomes much harder to find the game, sales taper off significantly.

    Anyone wanna chime in?
  7. macrumors regular


    May 14, 2010
    I personally keep playing it without fail while sitting at work. While I wait for my phone to ring I swipe away!
  8. macrumors 68020

    Nov 16, 2006
    Wish I could get a refund for my part of that! Epic citadel had more depth for me.
  9. macrumors 6502a


    Jul 27, 2010
    Good for them, they did a great job with the graphics, although its a bit choppy at times. Its definitely not my favorite game, but nice to see titles like this coming out. Call of Duty Black Ops please... :)
  10. macrumors 65816


    Nov 4, 2008
    Ew no. MW2 would be better and would sell more than BO would. Treyarch ruined another COD game and I can't wait for MW3.
  11. macrumors newbie

    Aug 19, 2008
    Kill guy A... Get a bag of money... Kill guy B... Get a bag of money... Kill guy C... Get the same sword as last time. Then eventually you get killed by the last guy. Then you start over... Killing the same 8 or so guys. Get more money to buy better armor. No adventure, no exploring, just point to point battles. I guess after fighting the same guys over and over you defeat the guy at the end. I want my 6 bucks back.
  12. macrumors 6502


    Dec 5, 2009
    This game looks awesome! But I'm having a hard time shelling out $6 for it, at least it will work on my ipad as well. Its amazing how far iPhone games have come
  13. macrumors 68000


    Mar 28, 2005
    I like the game, but couldn't give a Dodge, Parry, PARRY BREAK about Game Center, I wish you could delete it and not be bugged about it ever again.
  14. macrumors newbie

    Nov 23, 2010
    Worcestershire, UK
    It certainly looks the part but as others have said, after using the Epic Citadel 'demo' I expected so much more.
    Not sure what was the limiting factor in combining the two?
  15. macrumors G4


    Mar 24, 2006
    Very tedious. Like a dumb hot blond. Pretty to look at but boring/tedious to deal with.
  16. macrumors regular

    Jan 5, 2007
    Brisbane, Australia

    I know what you are trying to say, but let me put in a word for dumb hot blondes. They are easy to underestimate, and every now and again surprise you.

    Have you ever had the good fortune to have one even speak to you?
  17. macrumors G4


    Mar 24, 2006
    Fortunately (the rare ones that fit your scenario) and unfortunately (the norm)
  18. macrumors regular

    Jul 12, 2007
    It's a pretty game, and pretty good. Combines the best features of Super KO Boxing, Fruit Ninja and Epic Citadel, with a fun story hook.

    I don't find it boring, simply because it starts to get awfully hard.
  19. macrumors newbie

    Dec 15, 2010
    I originally found it a slightly dull - but it then starts to get really hard - I love it when that happens as it then feels like a real challenging game. You gotta stick with it - it gets really hard and fun. The graphics and sound are off the scale - unbelieveably amazing
  20. macrumors 65816

    Mar 10, 2003
    Which better reviews are you waiting for? It was rated pretty highly on IGN, Engadget, Ars Technica, GamePro, and others... Has a 4.5 average rating out of 5000 ratings on the App store... :confused:
  21. macrumors 601


    Oct 20, 2008
    I think I'll wait for the price to come down a few bucks before buying. It will sooner or later.

    They must've made at least $2 mil. That's a good amount for a mobile phone game... If anything, it'll just bring more developers over to the iOS system, and that's a win-win!
  22. macrumors 6502a

    Aug 3, 2007

    I have it and yes it's some very pretty eye candy, however after the first couple of fights, you quickly realize it's pretty repetitive and gets boring very fast. The definition of insanity is doing the same thing over and over again expecting a different result. That's how I feel about this game, you do the same thing over and over again and over again however with the same results. With that said, it will stay on my phone simply as a visual representation to friends as to what the iphone is capable of graphically.
  23. macrumors 6502

    Jun 30, 2007
    It did certainly seem that way in the beginning, but the more time you spend with the game, the more you begin to see that there is a bit more depth. Granted, you're still swiping to parry, tapping to dodge and block, but it gets to the point where you have to read the attacker for what combo is coming, and block/dodge/parry accordingly.

    Definitely not the deepest game to ever be released, but it really is more than just a hack-and-slash-fest.

    That, and it's flippin' gorgeous.
  24. macrumors 6502a

    Aug 11, 2010
    played it today .... glad I didn't purchase it. ;)
  25. macrumors regular

    Apr 1, 2009
    A few bullet points;
    1. There are probably more people who don't use Game Center than do. None of my friends are using it.

    2. It is no 1 in the Top Grossing chart (here in the UK at least, I would assume same is true in most markets it is being sold), which suggests sales are well above $1.6m

    3. People seem to love to report on what an app 'rakes in', but don't seem to take into account what the potential development costs were. Lets say it cost $2m to develop, then the developer would aim to get at least $5m in revenue in the first six month to cover both the development costs and ongoing support. As Apple take 30% of sales, that would mean a min of $7.15m of total sales required. They have probably achieved this already, but we don't know if they spent more or less than $2m in development or what their running costs are!!


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