How My STUPID Game Made $2,000,000 — Transcript
Full transcript
- 0:00Recently, I made this mobile game.
- 0:01Today, we'll take a look at the revenue,
- 0:03some statistics, and how with a simple
- 0:05game we made history. You know those
- 0:07fake ads, right? When you click on it,
- 0:09the game looks totally different. It's
- 0:10been a famous game for years that made
- 0:12billions of dollars. While working as a
- 0:14cashier to repay my debts, I decided to
- 0:16fix it by making the real game, and I
- 0:18created this YouTube channel to promote
- 0:20it. The plan was simple: make what
- 0:22people asked for, get more visibility
- 0:24than the scams in the top charts, and as
- 0:26a result, beat the fake games. Listen,
- 0:29this video will be crazy. So, you have
- 0:31to stay tuned in. And before we start,
- 0:32this is the percentage of my viewers
- 0:34that are subscribed to the channel.
- 0:36Guys, this video is not sponsored and
- 0:37not monetized. So, if you want more real
- 0:39games, just subscribe. In the first
- 0:41three videos about Real War, I told you
- 0:43I had big plans for it, and I promised
- 0:45that I would share the revenue and my
- 0:46promotion strategies with complete
- 0:48transparency. Let's go back to the
- 0:49beginning. First, I made a prototype in
- 0:514 days, then I sent it to Apple and
- 0:53Google, and it got rejected because fake
- 0:55games were already showing fake
- 0:56screenshots that looked exactly like the
- 0:58ads. So, according to Apple my game
- 1:01looked fake. I paid $99 per year for
- 1:03Apple and $20 for Google Play. Then, I
- 1:06spent months negotiating with both
- 1:07platforms, and eventually, the game got
- 1:09approved. Perfect. Now, it was finally
- 1:12time to promote it. But first, I added
- 1:14ads to the game. I wanted to make sure
- 1:15that if the game blew up, it could help
- 1:17me repay my 4 years debts. Then, I made
- 1:19an 8-minute YouTube video in French
- 1:20about the game. 30,000 views. To me,
- 1:22that was huge. It brought some downloads
- 1:25and generated $148
- 1:28over 28 days. Then, I made several
- 1:30TikTok videos in French using CapCut and
- 1:32my iPhone 12. Together, they got 300,000
- 1:36views and generated [music] $1,008
- 1:39over 12 days.
- 1:41That That was just amazing. Then,
- 1:43inspired by a YouTuber who reposted one
- 1:45of his French videos in English, I
- 1:47decided to translate my entire video in
- 1:49English. I had to train my English by
- 1:51reading my script again and again and
- 1:53again until I could finally understand
- 1:55to speaking, even though some people
- 1:57still don't understand me. Then I
- 1:58created my English channel and uploaded
- 2:00my first video, and you guys completely
- 2:03changed my life. The video exploded,
- 2:05over 400,000 views, and it generated
- 2:08$22,000
- 2:10over 64 days. At that point, I was in
- 2:14shock. And honestly, if the story ended
- 2:17there, $20,000 was already life-changing
- 2:19money for me. I could repay my debts,
- 2:21quit my boring job, and focus on my
- 2:23passion, making games. Then I tried
- 2:26short-form content in English. Instagram
- 2:28worked surprisingly well. I got about
- 2:30500,000 views there alone. The other
- 2:33platform didn't work at all, but it
- 2:34still generated about $500 over 7 days.
- 2:37I thought the story was over. The game
- 2:39was slowly dying, and I had already
- 2:41started working on the next really good
- 2:42game, which is a battle way. But then,
- 2:44another developer friend came to me with
- 2:45an offer, and that offer completely
- 2:47changed the future of Real War. The goal
- 2:49was simple, measure whether the game
- 2:51could be profitable through paid
- 2:53acquisition. And if it worked, he was
- 2:55willing to spend over $10,000 per day to
- 2:58promote it. In exchange, he would take a
- 3:00share of the profit of the game. I still
- 3:02own the game and make the decisions. So
- 3:03first, I had to record and edit ads, a
- 3:06lot of ads. Then he spent about $800
- 3:09over 10 days. It got us about 3,000
- 3:11players, and the game generated $500. So
- 3:14yeah, we lost $200, but we got enough
- 3:16players to analyze the game's market
- 3:18potential. And the results were very
- 3:20promising. At that point, acquiring one
- 3:22player cost around 30 cents, and each
- 3:24[music] player generated about 50 cents.
- 3:26So every player generated about 20 cents
- 3:28of [music] profit. In theory, let's say
- 3:30we spend $300,000,
- 3:32it should generate $500,000, which means
- 3:35$200,000
- 3:37of profit, right?
- 3:39But it's not that easy. The more money
- 3:41you spend, the more expensive players
- 3:42become. So if you spend too much, you
- 3:43can easily put yourself into [music]
- 3:44debts. But I'm lucky, my friend is very
- 3:46good at what he does. He managed to make
- 3:48profit every day with my ads. He spent
- 3:49[music] $28,000
- 3:52over 50 days and we were making about
- 3:55$1,000 per day. Before increasing the
- 3:57budget to increase profit, [music] we
- 3:58decided to wait. We wanted to really
- 4:00stay small and focus on improving
- 4:02retention and playtime first. For this,
- 4:04my friend hired an entire team of
- 4:06developers and artists. Today, we are
- 4:08about six people working on the game.
- 4:09They created a much harder version of
- 4:11the game than mine with incremental
- 4:13upgrades similar to the game Epic Mine
- 4:15Evolution. You know, I thought my
- 4:17version will win because it had skins,
- 4:19quests, endless [music] mode, a
- 4:20leaderboard, and 30 different levels.
- 4:23While their version had only two levels
- 4:25and upgrades, [music] that's it. So, we
- 4:27AB tested both versions to see which one
- 4:29was best and there was no doubt. I got
- 4:31[music]
- 4:32destroyed. People played their version
- 4:34twice as much as mine. They played
- 4:36longer, they came back more often, and
- 4:38they generated at least twice as much
- 4:40money per player with only two levels.
- 4:43Normally, the game would have slowly
- 4:44died, but this new version gave it a new
- 4:47start. After adding more levels and
- 4:49improving the juiciness, we released
- 4:50[music] it to all new players. The
- 4:52promotion budget kept increasing. One of
- 4:54the team developers from Lawson's team
- 4:55even created a playable ad. We kept
- 4:57adding [music] levels, bosses,
- 4:59environments, gems, levels like morphic
- 5:01ads, soldiers merging into stronger
- 5:03soldiers. We created tons of new
- 5:05features that are continuously being AB
- 5:07tested. So, many players have different
- 5:09features even though they have the same
- 5:10version. It's honestly surreal to watch
- 5:13my little project become something this
- 5:15big. Guys, I'm just a software developer
- 5:18who has been making games since the age
- 5:20of 14 and right now, it feels like a
- 5:21dream. We also introduced in-app
- 5:23purchases after many players requested
- 5:25them, but the goal isn't to drain the
- 5:26players' bank accounts. It's still meant
- 5:28to be a casual game. So, now let's look
- 5:30at the actual numbers.
- 5:32As you can see, the numbers [music] kept
- 5:34increasing and every day I became more
- 5:37and more shocked looking at the
- 5:38dashboard. Back in December, my friend
- 5:40told me that the game will make $100,000
- 5:43per month easy.
- 5:45I didn't believe him, but then one day I
- 5:47opened the dashboard [music] and I saw
- 5:49this, $27,000
- 5:52in one day, per day.
- 5:54What? Even after deducting spending,
- 5:56it's still $10,000
- 5:59of daily profit. That's about 10 times
- 6:00my monthly salary from my previous job
- 6:03earned in a single day.
- 6:05It doesn't feel real and eventually
- 6:08the game crossed to $1 million in total
- 6:11revenue over the period from 17 January
- 6:14to 22 May, $1 million. Wait, for
- 6:16clarification
- 6:17receive $1
- 6:20million. First, [music] we deduct the
- 6:22advertising cost, which are huge. We are
- 6:25currently spending $500,000
- 6:27per month. Then my friend takes his
- 6:30share and then all friends' taxes
- 6:32combined take up to 70% before I get the
- 6:34money. Most of it goes into my company
- 6:36so I can build even better games [music]
- 6:38in the future, but yes, this is
- 6:40life-changing. I'm not planning to do
- 6:42anything crazy with the money. I know
- 6:43what it's like to struggle financially.
- 6:45The craziest thing I'll do [music] is
- 6:47take my family on a trip to Japan next
- 6:48year. Oh, and even crazier, a big game
- 6:51publishing company reached out to buy
- 6:53Real War. They made an offer to buy it
- 6:55for about $8 million.
- 6:58This is insane, but we decided to
- 7:00decline the offer. This way we keep
- 7:02control over the game while betting on
- 7:04its long-term success. Yeah, at this
- 7:06point I'd understand if you don't
- 7:08believe me. Also, before you ask what
- 7:09makes the most money between inner
- 7:11purchases and ads, here is one of our
- 7:13monthly reports. As you can see 67% of
- 7:16the revenue come from ads and 32% come
- 7:19from inner purchases. And the most
- 7:21purchased product is the one to remove
- 7:22ads. While making this video, the game's
- 7:24revenue has even crossed $2 million.
- 7:28Thank you so much, everyone. Also, you
- 7:30probably have seen my ads because we
- 7:32spent already over $1 million
- 7:34in advertising and my ads already have
- 7:36got more than 100 million views. That's
- 7:40crazy. The video is not over, you have
- 7:42to watch till the end, really. Also, I
- 7:43tried to be as transparent as possible
- 7:45through this entire journey. I hope you
- 7:47appreciate it. I was a bit hesitant to
- 7:49share the result at this point, to be
- 7:50honest, because that's a lot. But, I
- 7:53wanted to share it with the community
- 7:54who supported me from the start. At the
- 7:56beginning, I never thought it would go
- 7:58this far. Now, I guess it's time to turn
- 7:59the other fake guys into new real games.
- 8:02And that's exactly what I did in my last
- 8:04video. Oh, and just one more thing, we
- 8:06beat the fake games. [music]
- 8:13>> [music]
- 8:19[music]
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