As Fall Creators Update is unexpectedly still the latest public version of Windows 10, we take another quick snapshot of the ecosystem before the next release.
Check the full report here.
As Fall Creators Update is unexpectedly still the latest public version of Windows 10, we take another quick snapshot of the ecosystem before the next release.
Check the full report here.
This month, we take a look at Fall Creators Update growth after one full month in the wild.Check out the full report here.
We have recently updated both our Terms of Service and Privacy Policy:
Please take a moment to check out both documents and thank you for using AdDuplex!
Just a few hours have passed since Windows 10 SDK became available to app developers and we are proud to present the first native Windows 10 cross-promotion network and (to the best of our knowledge) the first ad SDK for your Universal Windows Platform apps!
Up to now we had 2 fairly separate sub-networks – one for Windows Phone apps and one for Windows 8.x. With Windows 10 UWP you will be able to build universal apps supporting all sorts of devices, so the boundary that we had doesn’t make a lot of sense going forward. We had 3 choices: start a brand new “sub-network” for Windows 10 apps or continue with one of the existing branches and keep the other one for the “legacy” apps.
While starting clean looked attractive, we felt that giving developers an established network to promote their apps on is way more important. So that left us with 2 choices: move forward based on the Windows Phone subnet or continue with Windows 8. While the timing for Windows 10 version releases suggests the later, everything else was in favor of going forward with the Windows Phone branch. We have about 8x more apps on the Windows Phone network than Windows 8, we have interstitial support on WP, more streamlined ad formats (we have 7 ad sizes on Windows 8 and most of them are sparsely used), etc. And, to be honest, even Microsoft admits that Store apps never really took off on Windows, even with a much broader user base than that of WP.
So we are building our Windows 10 cross-promotion network on top of our Windows Phone foundation. This will give your universal apps a much broader network of potential users once Windows 10 Mobile is released.
If you are familiar with AdDuplex client area setting up a Windows 10 app won’t be a problem.
The main difference is that now, in addition to selecting your app’s platform, for Windows 10 apps you have to specify supported device families. You will also need to provide a new format Store URL that you can get from Dev Center (App Management –> App identity)
Then everything is the same as it is for Windows Phone apps – you can create one or more ad units which are either for banner ads or interstitials. Image formats and specifications are the same as well (768×128 <25kb for banners, 1600×900/900×1600 <256kb for interstitials).
Note: we are aware that you may want to have other banner options when running on a bigger screen (like vertical or square banners) and we will address this at a later stage.
As for the code, it’s pretty much the same as it was for Windows Phone – just download the SDK from the Visual Studio Gallery and follow the instructions in the Code tab of your app’s listing.
There could be some issues if you add a “close ad” button in the corner of the ad control. We are working on fixing this and improving overall process for implementing such a button. We recommend that you refrain from implementing it with this version of the SDK.
Windows 10 is brand new, Windows 10 developer tools are brand new, so is our SDK and overall support for it in the AdDuplex system. Inevitably there will be smaller or larger issues and we apologize if you hit one of them.
On the other hand, it is impossible for us to eradicate the bugs and fix all the quirks without your help. So, please, do integrate our SDK into your great UWP apps and games at your earliest convenience and test it out. Send your bug reports, comments and suggestions to support@adduplex.com.
Thank you, and let’s build the greatest cross-promotion network for your Windows 10 apps together!
The Lumia 520 is still the most popular device worldwide but the 630 and 635 together are also very popular. Microsoft’s Lumia 435, 640 and 640 XL have made a noticeable presence in a number of markets.
This time we look in details at Mexico, UK, Spain, Russia, India and Vietnam.
This report is based on data collected from 5,331 Windows Phone apps running AdDuplex SDK v.2 (and higher). The raw data analyzed was collected over the day of July 22nd, 2015 (UTC time) unless otherwise stated.
Attention all developers who joined AdDuplex cross-promotion network more than 30 days ago!
Need a booster for your app? Together with our partners: Pluralsight, myAppFree, AppDeals and Windows Central, we have prepared a full package of valuable tools and resources for that and it’s called AdDuplex HERO APPS program.
Be aware that only 15 days left to apply as July is the only month when you are able to join the benefits program with all of your apps no matter how long ago they have been launched on the network. Later on, only newcomers will be eligible to apply.
You’ll find more information and the whole list of benefits here.
Grow your apps fast! Apply NOW!
This time we’re talking to Karol Sliwinski who is the ASO (app store optimization) specialist in T-Bull development studio.
T-Bull originates from Wroclaw, Poland. At this moment it has 30 games on Windows Phone, many of them listed on the first page of Top Free and Best Rated rankings for shooters and racing games.
T-Bull also publish to Google Play, iTunes, BlackBerry, Windows Store and Amazon.
Their games recently reached more than 60,000,000 global downloads, with 15,000,000 on Windows Phone alone!
Karol revealed that they are currently preparing for the launch of their biggest and best game yet. Top Speed is centered around the underground world of drag racing competitions. It’ll be available on all platforms around 23rd of July. You can look it up here.
So let’s talk how these guys managed to get their games to the top.
All of your games are divided into few different genres (racing, football, zombie shooters). Are there any particular reasons why you’re creating these type of games?
After some initial experiments with other categories we’ve concluded that we should stick to creating games in genres that we personally love the most. This way our work became as fun as it is possible – and this is the only way to create amazing products. You have to do what you love to achieve results.
I guess Windows Phone wasn’t the platform that T-Bull started with. What were the main reasons you moved to WP? What perspectives do you see here?
Yeah, we started with Google Play and iTunes at first. Both of them proved to be amazing platforms. When we started to use Unity® to create our games we were presented with an opportunity to expand to other stores. Going to Windows Phone was an amazing choice – this store was still a virgin territory, with a lot of potential to grow, and with an extremely willing and receptive audience. We were actually shocked how easy it was to have an app featured and rising in the rankings simply because it presented high quality – even years ago, when we were still developing our marketing strategy.
What’s the biggest struggle while acquiring new users for Windows Phone games?
Our biggest concerns on Windows Phone are actually the basics – creating an awesome app listing with A/B tested graphic assets and CTAs, and involving some serious copywriting to get a nice and smooth description. Most of the time I handle the ASO and I must say that working with Windows Phone was always a pleasure. I’d only like that my tools of choice – namely Sensor Tower and App Annie – started to provide some support for keyword research on Windows Phone.
Most of the time good ASO is all an app on Windows Phone needs to live long and prosper. As I mentioned before this market really loves good games!
And what advantages do you find while creating games for Windows Phone comparing with other platforms?
The biggest advantage of Windows Phone was the low saturation of top-notch products in this market. I believe that good content on this market tends to be actually curated in the rankings.
What strategy did you use to promote your earlier Windows Phone games? And are you going to do something different this time?
Up to this moment ASO was the way to go for us. Though with Top Speed we’re investing money into advertising with AdDuplex – this way we hope to get the adequate publicity for this game. We’ll also use AdDuplex cross-promotion to target all of our ads in the system towards Top Speed. All of this should provide this game with a huge boost in downloads, effectively creating a snowball effect.
All your games are free to play. How do you monetize them? Why did you choose this method?
Global trends in app monetization started to shift in 2011. Freemium app revenue started to overgrow traditional premium model. The only problem was that freemium was simply an extension of the old, redundant shareware. Free to play on the other hand gave the player the possibility to play the actual, full product. We just knew that this was the way to offer our players maximum value while still allowing for satisfying revenue.
Getting the player to pay for the first time is certainly a problem – there’s still a lot of people who won’t hand out cash for anything on the mobile. Many still don’t have any credit cards connected to their account. The culture of mobile payments is still in the phase of painful labor – many players are rather skeptical to the idea of abandoning the old ways of premium games. I believe that this will change as people will notice that free-to-play model provides them with an amazing possibility: to actually play good games without paying upfront.
There are some Windows 8 games of yours. How do you evaluate the difference between WP and W8 platforms?
Desktop Windows is tricky when it comes to getting a reasonable ROI. Although it’s breathtakingly easy to port to when using Unity® and there’s big traffic, people seem to be not so willing to pay for IAPs as on other platforms. I’ve also noticed that ads for Windows apps are quite scarce – fill rates are low and eCPMs are not really satisfying.
I believe that all of this could change with the coming of Windows 10 universal apps – this technology will fill this platform with lots of good content, effectively making it more serious to advertisers.
Do you have any special plans for Windows 10?
We’ll certainly keep publishing our games on Windows 10. Windows has its own quirks but we’ve grown very fond of this platform.
I’ve recently seen estimations that Windows Phone will have as much as 10 percent of the smartphone market share by 2020. (via Bob O’Donnel, Technalysis Research) Let’s keep fingers crossed that this will prove to be true!
Thank you Karol and good luck with your new game. We’re definitely saving the date to try it!
Howdy, fellow developers!
We have great news to announce… We launched a new developer benefits program: AdDuplex HERO APPS. The program is aimed at helping developers to boost their apps. It will provide developers with a free access to various tools and resources, contributing to their app growth and success on the Windows Store platforms.
The benefits program will include various perks coming straight from AdDuplex and of course our incredible partners: Pluralsight, AppDeals, myAppFree and Windows Central.
The purpose of the benefits is to help you guys attract thousands of users to your apps, become popular in the Windows Store app community and of course to keep you learning about the best ways to build and grow apps!
To become a part of AdDuplex HERO APPS you need to apply for the program in 30 days after your app or game was launched on AdDuplex cross-promotion network. And that’s it!
So if you want to grow your apps and you want to do it fast apply for AdDuplex HERO APPS now!
We love all of our users
And finally, good news for all AdDuplex developers who have joined our cross-promotion network more than 30 days ago. July is the only month when you are able to join the benefits program with all of your apps no matter how long ago they have been launched on the network. We will select up to two best apps per user and you will receive your HERO benefit package at the end of the month.
So once again, don‘t hesitate – join AdDuplex HERO APPS now and grow your app fast!
For more information visit AdDuplex HERO APPS page here.
The countries we look at in details this time are: US, Brazil, France, Italy, Germany, Poland and India.
We also take a new look at the devices in use and break them down by the size of the screen.
In our reports we try to present you with pure facts, mostly, but if you are looking for deeper analysis check one of these articles:
5 months ago we’ve launched interstitial ads and we wanted to reward our early adopters. Therefore we’ve announced a contest to win all expenses paid trip to the largest game industry event in Europe – GDC Europe and gamescom. So every Windows Phone developer who added AdDuplex interstitial ads to their apps and games before the 15th of June had a chance to get this fantastic prize.
Now the random generator has selected one lucky winner! We congratulate the creators of Real Speed Car: Need for Asphalt Racing and especially Konrad Karolczyk, who is going to GDC Europe and gamescom events on August 3-6 in Cologne, Germany!
Thank you all for using AdDuplex!
BTW, if you want to meet AdDuplex at this year’s GDC Europe or gamescom to talk about app growth or just say hi, then drop us an email at dominykas@adduplex.com.