QONQR: Windows Phone can generate twice as much revenue for devs as iOS

QONQR: Windows Phone can generate twice as much revenue for devs as iOS
After three difficult years, Microsoft is finally in a position where it can trumpet meaningful market share in major territories.

Developer support and enthusiasm, however, is another battle entirely, which is why the American giant's indie dev charm offensive has been notched up with the revelation that some games are generating more downloads and revenue on Windows Phone than iOS.

The firm has published a blog featuring statistics from the developer behind location-based game QONQR (pronounced conquer), with the studio claiming it sees ten times the number of weekly downloads and twice the amount of weekly revenue on Microsoft's platform compared to Apple's.

Development issues

Microsoft claims QONQR CEO Scott Davis attributes the game's overall profitability to the Windows Phone version, with "more than a hundred thousand users" generating revenue on the OS.

"Scott mentioned that one of the key advantages of developing for Windows Phone has been the simplicity of supporting all the different phone models," details the blog entry.

"In iPhone his team has had challenges ensuring full backward compatibility with previous versions of iOS, and in their efforts of porting to Android they have faced significant hurdles managing device fragmentation."

More interesting, however, is Davis' assessment that the higher number of downloads on Windows Phone is due to better visibility than on the App Store.


Discovery is a key issue for all mobile developers, but it's rare for even the most loyal of Windows Phone studios to say anything positive about the set up and layout of the platform's default marketplace.

QONQR, however, asserts that the store's New & Rising rundown, in-store promotions, the marketplace's web version (which consumers can purchase and download from) and having a Windows 8 app available too have all contributed to high downloads on Windows Phone.

Of course, these figures can be spun in another way, too. If the Windows Phone version is generating ten times the weekly downloads of iOS, then you might expect its revenue rate to be far higher than double that of the iPhone version's.

That effectively means that, QONQR monetises at a far higher rate per user on iOS than it does on Windows Phone, and if the developer behind it could master its visibility on Apple's platform and up its download rate, its revenues could jump majorly.

Either way, we can expect more chest beating from Microsoft in this manner in the months ahead, as the company looks to pitch Windows Phone's growing userbase as a profitable one for developers currently allied solely to the iOS and Android duopoly.

[source: Microsoft]

With a fine eye for detail, Keith Andrew is fuelled by strong coffee, Kylie Minogue and the shapely curve of a san serif font.


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Scott Davis
Hi Keith,

Thanks for the great coverage of QONQR. We really appreciate the press. I would like to clarify one point. Your assertion that iOS monetizes much better per user is incorrect. The reason why Windows Phone only generates twice the revenue despite as much as 10 times the downloads has to do with retention. On Windows Phone, we see normal attrition (which is high) for a mobile MMO game. Nearly all our new users are organic discovery. However we get virtually no organic discovery downloads on iTunes because visibility is so difficult to obtain without big marketing budgets. We have about 80% retention on iPhone because nearly every user was recruited by a friend, who often coaches them through the game and helps with our admittedly difficult ramp-up. QONQR team game-play is driving nearly all downloads from iTunes, which gives it an unusually high retention rate and therefore high revenue per download. Our stats show that "active users" monetize about the same across platforms. This is a complicated cause and effect, and I understand why WP blog left it out of their article. Thanks again for the coverage. We love PG!
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