Super Mario Run Is App Store’s #1 App in 138 Countries

Super Mario Run Is App Store’s #1 App In 138 Countries by appFigures

Just about 48 hours ago Nintendo’s first mobile game, and one of my personal all-time favorites, hit the App Store and quickly showed that the iconic plumber is pretty much everyone’s favorite.

The title has been released in 150 countries and is ranked in all of them, in many leading the pack as the №1 free app. Below are the latest ranks for Super Mario Run from all around the world.

FYI — Check our LIVE post benchmarking Super Mario Run’s release.

#1 Free App In 138 Countries

Undoubtedly the season’s most anticipated release is off to a start like no other. Super Mario Run took the №1 spot in 138 of 150 countries. It is in the Top 5 in 144, and in the Top 10 in 148. The renegades — Guinea-bissau and Palau. View all countries/categories.

#1 Grossing App In 46 Countries

Downloads are nice, but revenue is nicer. Especially if you’re Nintendo right now. Super Mario Run quickly seized control of the App Store’s Top Grossing chart in 110 countries, taking the №1 spot in 46. The game is currently in the Top 5 in 82 countries, and Top 10 in 91. View all countries/categories.

Sticker Pack Climbs Too

A few months ago Nintendo released a free Super Mario Run sticker pack to the iMessage App Store. The sticker pack has been doing very well, but since the game’s launch on Thursday it’s doing even better.

Super Mario Run Is App Store’s #1 App In 138 Countries by appFigures

Did Super Mario Run Live Up to the Hype?

Last update: Dec. 23rd 8:00pm EST

Is Super Mario Run Living Up To the Hype?

It feels like 1985 again. As Nintendo hopes to satisfy nostalgic generations (and pull in a whole new set of players) by releasing their first mobile game, Super Mario Run, gamers have been eagerly awaiting the release of what’s sure to be the game of the season.

Filled with classic Mario features and an unprecedented amount of hype, we’re expecting a massive consumer response. Over the next week we’ll be following Super Mario Run’s debut and benchmarking its engagement against some of the most successful game releases of 2016: Clash Royale and Pokémon Go.

How’s Mario Doing So Far?

The chart above plots the number of new reviews for each app by hour. As the app just went live there’s none yet, but with ~20 million people signed up to be notified of its release (as of October), that’ll change very quickly. We predict the first few hours to break the record set by Pokémon Go in August, and maybe even crash the App Store.

12/16 1:30pm – Nearly 24 hours have passed since the game was rolled out and it looks like Apple is heavily delaying releasing reviews written by users. Most likely because of very aggressive caching. We were able to grab the first 6 minutes worth of reviews and while that’s not at all a meaningful way to predict, that number is 500% larger than Pokemon Go’s number for the same time period. And these aren’t estimates but rather actual numbers.

12/17 10:30am – After nearly 48 hours Apple seems to finally be letting some reviews through into the App Store, and we got our hands on them. Check out the charts. So far the game is getting a decent number of reviews in the US, but not that much more than Pokemon Go. Considering the controversial price and the need to be online to play we expected much more chatter. It’s too early to tell if the numbers reflect quick churn or not, but that’s something we’ll be watching closely.

12/17 9:30pm – We’re starting to get a more complete picture of the first 24 hours and so far Super Mario Run is on the same track as Pokémon Go. We expected much higher results, but since Pokémon Go was a completely free game during launch and had the AR twist it’s probably gotten more engagement and thus reviews.

12/19 10:30am – As new data is coming in it seems that Mario is holding on to a lead when compared to both Pokémon Go and Clash Royale. However, that lead isn’t as large as we thought.

12/20 11:00am – Reviews for Mario Run are starting to slow down. In fact, with a total of 27,721 reviews in the U.S., it’s now running behind Pokémon Go which had a bit over 30,000 at this point in the launch.

12/21 5:30pm – Reviews have continued to slow down, indicating engagement is dropping off rapidly. Many users have been complaining about the game’s cost, and that seems to have plagued the launch of this otherwise fun game. Stay tuned for our conclusion on Friday!

12/23 12:00pm – We’ve reached the end of our live coverage, and there isn’t much to say that hasn’t been said before. With so much buzz leading up to the launch, expectations were at an all-time high, but were met with harsh criticism over pricing. Was this a misstep by Nintendo, or is all we’re hearing noise? It’s hard to tell without knowing Nintendo’s goals for this launch. We can’t wait for Super Mario Run to launch on Android, where Nintendo will have a chance to rethink their strategy.

What To Expect

To get an idea of what’s to come, we’ve charted the total number of new reviews Pokémon Go and Clash Royale got in their first week, and will be adding Super Mario Run’s data as it becomes available.

Is Super Mario Run Living Up To the Hype?

Our Conclusion

It’s been a whole week since we started tracking Super Mario Run’s launch. The expectations were exceptionally high given the amount of press the game has been getting from Apple over the last few months. Very quickly however, players started complaining about the price. Those complaints continued, and then the press caught on, sending Nintendo’s stock down ~14%.

Overall, Nintendo’s choice of monetization strategy was somewhat of a risk. Going with a free-to-download demo as opposed to the more common free-to-play freemium model. Based on the last week of data and news it seems this was a mistake, but with the holiday season upon us I’d rather wait a few more weeks until making that claim.

About The Data

Data in this post includes reviews from the App Store for all three apps. Our collection engine retrieves every review that’s available, on an hourly basis.

Why reviews?

We like to use reviews to benchmark app launches because they provide a strong indication of a combo metric that includes both downloads and engagement.

Track every review for all of your apps with appFigures. Start your free trial

Introducing: iMessage App Store Analytics

Track iMessage app downloads, revenue, reviews, and ranks with appFigures

Have you already jumped on the bandwagon and started developing iMessage apps? If so, it’s only natural you’d want to help you keep track of how things are going like you do for your iOS and Android apps. To make that possible, we rolled out complete tracking support for the iMessage App Store.

appFigures now enables you to track downloads and revenue for your iMessage apps and in-app purchases as well as reviews, hourly ranks, and Top App lists for any app.

Data for your iMessage apps will sync automatically if you have your iTunes Connect account linked and is available throughout the platform, including in email reports, through the app and API, as well as Alerts.

We used our new iMessage ranks dataset to dissect the most profitable iMessage apps, and one of the interesting discoveries was that most of them apps are paid sticker packs.

Dissecting the most profitable iMessage apps | by appFigures

Check out the complete report for more details.

iMessage app tracking is available now to across all plans. Don’t have an account? Get started for free.

The Top 8 Mobile SDKs — An Analysis of 500,000+ Android Games

Earlier this year we started analyzing iOS and Android apps, digging into the SDKs they have installed. Since rolling this out into Explorer we’ve analyzed millions of apps and have seen several interesting trends.

For our first report about SDKs we’ll be looking games. We’ve analyzed all Android games and found the SDKs they use most, but before we get technical let’s start with a top view of the entire games category on Google Play.

The top 8 mobile SDKs used in all Android games

There are roughly 500k free and paid games available for download on Google Play. It shouldn’t come as a surprise that Games is the single largest category on Google Play. In fact, it accounts for 19% of all apps available for download through the store.

How Are Games Monetizing?

92% of all games are free to download on Google Play. Of those free games, 67% have at least one ad network installed. In-app purchases, the second-best choice for monetizing are used by 23% of free games.

In some cases combining strategies is the best way to monetize. Our analysis found 75k free games that use both ads and in-app purchases. That adds up to roughly 16% of all free games.

One interesting piece of data we came across was the number of paid games that have in-app purchases, which is 4,724 or roughly 11% of all paid games. Some of these games are well known IPs such as Minecraft and Plants vs. Zombies™, however not all are as well known. In fact, the majority of those apps have a very low number of ratings.

Ads, Ads, and more Ads

The top 8 mobile SDKs used in all Android games

Now that we have a better high level overview of the category, let’s look at the type of SDKs that are most used by games.

Knowing more than half of free games monetize with ads, it comes as no surprise that 4 out of the top 8 SDKs happen to be from ad networks. The other half is distributed evenly, and while we expected more analytics SDKs to show up, the convenience of using existing development tools makes more sense given how big the category is.

The Top 8 SDKs

The top 8 mobile SDKs used in all Android games

Finally, let’s take a look at the top SDKs.


  • Category: Game engines
  • Games: 131,733

Our analysis found more 131k games that use the Unity game engine. That means more than a quarter of all Android games are built on top of Unity’s game engine. That’s pretty impressive, and also great news for a platform that also has its own ad network, which we will see below.


  • Category: Ads
  • Games: 65,911

Chartboost leads the pack for ad network across Android games based on our analysis. Unlike most other ad networks, Chartboost is heavily focused on games and gamers and that seems to work in their favor as they have a double digit market share.

Login with Facebook

  • Category: Social
  • Games: 54,266

Logging in with Facebook provides developers with frictionless way to offer personalization using a single login that works across many apps. Although Facebook isn’t the first to offer such a service, among games it is by far the most common option.

Unity Ads

  • Category: Ads
  • Games: 46,888

With a reach as wide as Unity’s platform it’s no surprise that Unity’s own ad network is an essential monetization building block for many developers. While a 9.3% market share doesn’t give Unity the lead among ad networks, it is far ahead of any competitor when compared to other video ad networks.

Flurry Analytics

  • Category: Analytics
  • Games: 36,553

For a very long time Flurry was the 800-pound gorilla in mobile analytics. Prior to being acquired by Yahoo the platform was getting stale and new competitors started entering the market. However, it looks like that hasn’t changed much for Flurry, which is the only analytics SDK in our top 8.


  • Category: Utilities
  • Games: 34,516

Why reinvent the wheel when you don’t have to? Bolts is a collection of libraries that help handling common tasks in your app. Open sourced by Facebook, we’ve seen the bolts SDK in a good number of games and even more so in apps across both Android and iOS.


  • Category: Ads
  • Games: 24,923

Ranking second on the list of video ads, albeit with about half of the number of games that are using Unity, we found AdColony in nearly 25k games with a 5% of market share.


  • Category: Ads
  • Games: 24,702

The race for third is tight, and according to our analysis it’s held by AppLovin’s video ads SDK. With just about 25k apps, AppLovin has a 5% market share as well.

There you have it, eight SDKs game developers rely on to streamline and monetize the development process. Do you use any of these in your games? Did you find better ones? Share your experience by commenting or tweeting @appfigures.

About the data

The data for this report was gathered using Explorer, our mobile app search and intelligence platform. Explorer covers 9+ million apps from all major app stores and provides app store info, SDK analysis, app ranks and ratings, and more.

Dissecting the Most Profitable iMessage Apps

Lately Apple has been on a roll with opening up new App Stores. It started with the Apple Watch in April of 2015, then the Apple TV App Store a few month later. Most recently, our attention has been focused on the iMessage App Store.

Unlike the Apple Watch and Apple TV, iMessage apps don’t require a new device. Instead, iMessage apps can be used on the device users already have and use often. To developers this means real revenue potential, but also a new set of competitors.

In this post we’ll dig into the Top 200 Grossing apps list to get a better understanding for what makes money on the iMessage App Store.

Stickers are what?

We polled our Twitter followers when the iMessage App Store had just opened, to see how they felt about it and whether they’re already capitalizing on this new distribution channel. It might just be our followers, but it looks like most developers weren’t really jumping up with excitement at the thought of iMessage apps — Sticker packs in particular.

Top Grossing: Stickers vs. Apps

iMessage App Store. November 2016

Well, boy were they wrong. Looking at our data, the 57% of responders who thought stickers were silly really misread the mark. Today, 78% of the most profitable apps are sticker packs. That’s 156 apps out of the 200 we examined.

Top Grossing Apps by Category

iMessage App Store. November 2016

Sticker packs are leading the charge in the new iMessage App Store. Right now it feels like they are the iMessage App Store, and for good reason — Stickers fit perfectly into the context of messaging. 
That however doesn’t mean developers aren’t trying, some even successfully. 44 of the most profitable iMessage apps are not sticker packs. There are 19 Entertainment apps, 7 Sports apps, 6 Social networking apps, and 3 games.

That’s right. Only 3 games! 😱

That last bit came as somewhat of a surprise. In every other app store report we’ve done games reigned supreme. What does this mean? Right now, not much. With time we’ll see if developers can adjust to the new social-but-not-real-time nature of messaging games, or if games simply aren’t a good fit for the medium.

What Do They Cost?

Top Grossing Apps by Price

iMessage App Store. November 2016

When it comes to making money, users seem to be fine with paid apps. 👍 Unlike the iOS App Store, on the iMessage App Store only 7% of top grossing apps are free(mium). That’s just 13 apps!!!

The remaining 93% of apps (187, to be precise) cost between $0.99 and $4.99, with the majority (61%) having a price of $0.99 and 36% having a price of $1.99. The remaining 4 apps split between the other price tiers. 

Monetizing upfront is great for developers because it’s simple and easy to implement, but it’s also a sign of a store that isn’t mature. If the iMessage App Store matures similarly to the iOS App Store—which is likely considering it’s the same audience and device—we’ll see a strong shift towards freemium. For now, developers should make the most out of it.

Who’s Making iMessage Apps?

No. of Top Grossing Apps per Developer

iMessage App Store. November 2016

148 developers are responsible for the top 200 grossing apps, and 84% of those developers have exactly one app in the top grossing list. Of the remaining 16%, most (~14%) have between 2 and 5 and the rest have between 6 and 10 top grossing apps. Disney is the only outlier here, with 14 top grossing iMessage apps.

The top 5 developers by number of apps are:

  • Disney: 14 apps
  • Swyft Media Inc.: 8 apps
  • 7 apps 
  • Bare Tree Media Inc: 5 apps
  • First Draft Interactive Limited: 4 apps

In conclusion

  • The iMessage App Store brings a unique advantage to apps that can support this new channel because it operates on a device hundreds of millions of users have and use on a daily basis. 
  • Most of the top grossing apps (by far) are paid stickers packs.
  • The average price of a top grossing sticker pack is $0.99
  • Developers of top grossing apps have just one app responsible for their success. Disney is an extreme outlier with 14 apps in the Top 200.

Apple Threatens More Than 750,000 Apps

Update: Apple seems to be moving very quickly with this cleanup. Thousands of apps have already been removed. We’ll be releasing a report in the next few days with details.

Yesterday Apple launched a slew of goodies to get excited about. Less known however, is that Apple also introduced new rules for developers that go into effect immediately and threaten new and existing apps alike.

The new rules state that apps can’t have names that are longer than 50 characters and that existing apps that are outdated will be removed immediately.

What’s the magnitude of these new requirements? We used Explorer to dig through all iOS apps and here’s what we found.

11% of apps have names that are too long

Length of app names

App Store | As of September 2016

A large number of apps, to the tune of 220,000, are currently in violation of the new name length requirement. Since this rule applies to new apps as well as app updates, that’s quite a few developers that will have to adjust.

Games will be hit the hardest

Apps with long names by category

App Store | As of September 2016

Games, the single largest category in the App Store, takes the cake for category with most apps with names longer than 50 characters. In fact, a little over 25% of games have names that are too long. That translates to more than 100,000 games.

Next on the list–Education, Entertainment, and Photography–will take a hit of nearly 30,000 apps. Not as big as games, but considering the categories that’s pretty big to begin with.

Top ranked apps are mostly in the clear

Length of app names

App Store Top 400 apps in the U.S. | As of Sep. 2016

We analyzed the top 400 Free, Paid, and Grossing apps in the U.S. and discovered that most app names are already short enough. Of the top 400 Free, Paid, and Grossing apps 78, 72, and 84 apps (respectively) have names that are too long. That number drops by about a half to 35, 27, and 45 as we move up to the Top 200, and gets even smaller, 13, 11, and 24 as we move into the Top 100.

We reviewed those offending apps by hand and discovered that in most cases the extra characters do seem to be keywords stuffed into the name, most likely for ASO. This is exactly what Apple is trying to prevent. That said, none of the names looked like a list of keywords and they mostly looked like sentences describing the app. However, that’s not necessarily consistent as we go deeper into categories, so Apple’s ruling still makes sense.

Fun stat: The average length of a top app’s name is 31 characters.

Three out of four of those apps are free

Apps with long names by price

App Store | As of September 2016

Free apps, be it freemium or ad-supported, seem to be the biggest violators both as a percentage (74%) and also as an absolute number (170,387). This makes sense given those strategies have grown very quickly in the App Store in the last few years.

Outdated apps

The second requirement, which Apple states is grounds for immediate removal from the store, is a bit more general.

From Apple’s statement

“We are implementing an ongoing process of evaluating apps, removing apps that no longer function as intended, don’t follow current review guidelines, or are outdated.”

There’s no real good way to automatically identify such apps, so in this part of the analysis we’ll be using the date an app was last updated as our proxy metric.

We’ve set our filter to two years, and refer to any app that hasn’t been updated in that period as “outdated”. We chose two years because that’s when Apple transitioned from the 5S to the 6, which has a different screen resolution.

More than 550,000 apps haven’t been updated in over two years

When were apps last updated

App Store | As of September 2016

562,688 to be precise. Wow. That’s quite a lot of apps. This number doesn’t include apps that are no longer available on the App Store. All of these apps are currently available for download.

When you’re thinking outdated app you’re probably thinking apps that never really “made it” and thus never got any updates. However, our analysis found some past hits, including: Tiny Wings (last updated on Aug. 2014), Temple Run (Sep. 2013), and Infinity Blade (Feb. 2012). Will Apple pull these apps?

Games (again) are the biggest offenders

Outdated apps by category

App Store | As of September 2016

Of the ~550k apps that are in jeopardy, a little over 139,000 are games. Surprised?

If we look at share-of-category, about 24% of games might disappear soon. Categories like Education and Entertainment stand to lose about 30% of their inventory. Reference, the category that stands to lose the most, might see almost 50% of its inventory erased. Hmm…

Don’t worry about top apps

We looked at every app that’s ranked in the top 400 Free, Paid and Grossing charts in the U.S. and it looks like top apps get updated very often. We found 19 paid apps and just 1 free app that were outdated. We found no top grossing apps that were outdated.

More outdated apps are paid

Outdated apps by price

App Store | As of September 2016

62% of outdated apps are paid. That makes sense if we continue our note from before about how free apps are taking over the App Store, replacing their paid variants at times. But, this also means many new developers will have to either update their paid apps (and get no money because updates are free), release a completely new paid app (a la Tweetbot) and risk losing users, or monetize some other way. They can also just let the apps disappear and forgo that revenue stream. Decisions, decisions…

Well that’s it for our analysis. Do you think these rules will have any impact on App Store purchasing trends? Will developers react quickly? Tell us what you think on Twitter and keep an eye out for a follow-up report.

About the data

The data for this report was gathered using Explorer, our mobile app search and intelligence platform. Explorer covers 9+ million apps from all major app stores and provides app store info, SDK analysis, app ranks and ratings, and more.

Are Smaller Mobile Games More Successful?

Striking a balance between the size of your bundle and the type and number of assets your game makes use of is an art form. Push as much as you can in right up front and force the user to wait a bit longer, or keep it small and download chunks later.

There are a host of pros and cons for keeping your app under 100 MB that range from the on-boarding experience to retention and user-acquisition costs. If you’re developing a new game, getting any of these wrong could be detrimental to its short and long term success.

Both Apple and Google have drawn a line at the 100 MB mark, but with different limits: iOS games aren’t limited in size, but games that exceed 100 MB can’t be downloaded over a cellular network, just wifi. Android games are limited to 100 MB and are forced to store additional assets in Expansion packs. Oddly enough, those get downloaded at the same time on most devices, so for this post we’ll be looking at the total size.

In this post we’ll be looking at how successful developers went about structuring their games. To get a better idea of what those games do we dug into our Explorer platform and pulled data for the Top 100 iOS and Android games in the US and analyzed their bundle sizes.

Note: Any mention of Android in this post refers to games available through the Google Play store.

Free games

Size distribution of top free Android games on Google Play by appFigures

Surprised? We weren’t either. Many genres of games have found ways to thrive with the freemium pricing model. Reduced user acquisition costs and less download friction are surefire ways to engage the mass audience.

Apps above and below 100MB - App store insights by appFigures

19% of the Top 100 iOS games are over 100 MB. Those that are over the limit seem to remain under 250 MB in general with only one extreme offender, Gameloft’s Asphalt 8: Airborne that’s a hefty 1.2gb.

Android is very similar, but because of the initial 100 MB limit, a bit more extreme. Only 4% of the Top 100 free Android games are over 100 MB. That means most free games aren’t making use of expansion packs at all. In fact, the average file size of an Android game is considerably lower; at roughly 58 MB, free Android games are about half the size of free iOS games, which average 105 MB.

It’s also worth noting that if we zoom in on the top 25 games, there’s only one Android game that exceeds the size limit and four iOS games.

Paid games

Size distribution of top paid Android games on Google Play by appFigures

Paid games seem to exist in completely different universe as you can see in the distribution above. Strangely enough, Android beats iOS in bloat.

Apps above and below 100MB - App store insights by appFigures

44% of the top paid Android games are over 100 MB. That means that unlike free apps, paid Android games are making heavy use of expansion packs. iOS games aren’t too far behind either. More than 33% of the top paid iOS games are over the limit.

The average paid iOS game comes in at roughly 210 MB, double than free iOS games. Those numbers are even higher for paid Android games, which average 330 MB, almost five times larger than free Android games.

Top ranked iOS and Android games that are over 1GB in size - App store insights by appFigures

We found it interesting that between the two stores there are 15 paid games that are over 1gb. Four iOS and 11 Android games. That’s quite a few bytes. All of those seem to be games with well known IP, which probably means they’ve got a dedicated fan base that’s willing to wait. That addicted user base seems to be mainly on Android as well, which isn’t where we thought they’d be. But the numbers tell a different story.

There you have it. ~98% of the top 100 free and ~62% of paid iOS and Android games can be downloaded without wifi. Architect your games wisely with your audience in mind, and don’t forget to eat your vegetables.

Tweet @appfigures if you want the source files for this analysis, are curious about other countries, or just want to say hello.

P.S. — There is a way to get around the 100 MB limit on iOS if you really want it. It’s not pretty, but the internet claims it works:

Introducing Review Alerts: Your Reviews Delivered to Slack and Email

Introducing review alerts to email and Slack | from appFigures

TL;DR Review Alerts notify you when your apps get new reviews from any store or country, with support for powerful filters. Visit the reviews report to get started.

We love app reviews. Sure, they can get a little ridiculous, but they can also be delightful and at times even touching. Regardless they usually provide very valuable feedback to app makers. With so many app stores and countries that user reviews can come from, finding the useful ones might require a little help though.

Our Reviews Report makes it easy to search through all your reviews, and Review Cards are a beautiful way to share them with the world. Today we’re unveiling another important convenience: Review Alerts, to make sure you never miss important user feedback.

Integrated with Slack and email

We’ll automatically send new reviews to where you and your team are hanging out. We’re launching with support for Slack and email and we’ll be adding more convenient integrations in the near future.

App reviews sent automatically by email and to Slack

Track multiple apps from every store and country, and in every language

Every app store has its own way of doing things, which can be a real challenge when releasing apps on multiple platforms. As usual we worked hard to make sure those disparities become completely invisible. We’ll seamlessly notify you about reviews for multiple apps at once, across every store we track and every country. In other words, we’ll let you know about any review from anywhere. For extra convenience we’ll also automatically translate reviews to the language of your choice.

Super simple set up

To get started just configure the reviews report as you normally would, then hit the new Create an alert button. You can mix and match several powerful filters to make sure you only see the reviews that matter to you and your team. You can filter by keyword, star rating, and country.

Set up a review alert for all of your apps in seconds

Filters that save you time

Filters let you customize what kind of reviews you’d like to be alerted about. Below are some filter combinations to give you a taste of what’s possible:

  • Just 4 and 5 star reviews – Get only positive reviews. Useful for marketing. Even better with Review Cards.
  • Reviews mentioning “Crash” or “Bug” – Reviews your developers may be interested in.
  • 1 and 2 star reviews – Reviews your support team may want to take a look at.
  • Negative reviews mentioning “John Stamos” – If you decided to try something new for April Fool’s and wanted to see if it backfired.

What interesting/crazy/useful alerts have you come up with? Tweet them @appfigures so we can share them with the world.

Even more coming up

We’re very excited about the possibilities that Review Alerts open up and we have a lot more types of alerts planned. Soon you’ll be able to receive notifications whenever anything notable happens with any of the apps you track.

We’re also working to integrate Review Alerts with more third-party services so we can send them exactly where you need them to be. We’d love to know which ones would be most helpful to you and your team. As always you can tweet at us or send a good old email.

New: Track App Usage With appFigures

In-app analytics in appFigures

Giving you a complete picture of the performance of your apps is at the core of what we do. Combining different app store metrics like revenue, ranks, and reviews provides tremendous value because it lets you connect the dots. Today the list of data sets we track grows to include a really important one — app usage!

Introducing app usage reports

Track app usage with appFigures

Earlier today we rolled out a new suite of reports that focus on app usage. Much like our other reporting suites for revenue, etc. usage reports provide a simple yet powerful way to view usage data by date, country, or by app.

With the new reporting suite we’ve simplified tracking app usage. The new reporting suite is also deeply integrated with all of your other reports, making it easy to view app store + app usage metrics in one place.

The new reports have built in overlays that include both usage and app store metrics. Using overlays you can select any two metrics from any report on the platform and view them together to answer important questions about your portfolio. Here are a few examples:

  • Downloads vs. Active users – What’s your usage conversion rate?
  • Sessions vs. Active users – How engaged are you users?
  • Sessions/user vs. Avg. session length – Are your users spending time in your app, or using it in bursts?
  • Active users vs. Total revenue – How does your revenue compare to usage?
  • Sessions vs. Ad revenue – Does your ad revenue scale?
  • Avg. session length vs. In-app purchases – How does revenue scale with engagement?

New integrations

You’re probably expecting a link to download our SDK. Good news, we don’t require one, nor adding code to your apps for these to work. Instead, we’ve integrated with iTunes Analytics and Google Analytics.

iTunes Analytics

iTunes Analytics is built right into any iOS or tvOS app and is available right out of the box without the need to make any changes to your app. It’s really neat.

With iTunes Analytics you’ll have access to the following metrics:

  • Sessions
  • Active devices
  • Sessions/device
  • Crashes
  • Paying users

Learn more →

Google Analytics

Google Analytics is a free analytics service that goes beyond what iTunes Analytics provides and works across all platforms but requires that you add an SDK to your app. Once you have the Google Analytics SDK installed simply link your account and you’ll have access to these metrics:

  • Sessions
  • Active users
  • Avg. session length
  • Sessions/user
  • Views
  • Views/user
  • Unique views
  • Total session length
  • Crashes

Learn more →

If you’re using a different usage analytics SDK you’d like us to integrate please let us know.

We’re really excited about this new reporting suite and data sets, and hope they’ll help you uncover insights quickly so you can act on them and be more successful. If you have any questions don’t hesitate to get in touch directly or on Twitter @appfigures.

New: See Your Total Revenue Instantly With the New Revenue Report

See you true bottom line with the new Revenue Report

There are many ways to monetizing your apps. Be one of the many form of advertising, in-app purchases, or even charging for them (gasp!); some apps use a combination of these to maximize revenue. This means that your revenue can come multiple separate channels. While the site offers several different reports that keep track of all of those sources, we know it’s important to be able to easily keep an eye on one more important metric — total revenue.

We’re happy to be rolling out a brand new set of reports that focuses only on the bottom line. Say hello to the new Revenue Report!

The Revenue Report, just like its name, brings together all of your revenue sources into a single report. The report incorporates app sales, in-app purchases, ads, returns, educational sales, and most importantly, total revenue.

With the revenue report you can see all of those metrics with the same convenient charts, tables, and exporting options you’re used to from the sales and ads reports. In addition to the flexible display, the Revenue report also offers three different views, so you can group your revenue by date, country, and app.

One more thing! In addition to the new report, we’ve also added a new route to the API. The new route behaves just like the sales and ads routes but returns all of the new revenue metrics in a single call.

Here’s a sample response:

//GET /v2/reports/revenue?start_date=-30

    total: 6426.95,
    sales: 2504.09,
    iap: 1391.98,
    ads: 2121.11,
    returns: 109.77,
    edu: 300.00

Check out the documentation →

See the report in action in your account, and let us know if you have any questions.