How to Sell Your Indie Game

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2 How to Sell Your Indie Game A free games marketing e-book from 100% Indie for the whole smartphone community E very indie game developer will agree that marketing is the task no one on the team wants. Generally speaking, an indie studio consists of a coder, a graphics artist, and maybe a musician. Sometimes those roles are combined, multiplied, tweaked or removed, but almost never is a marketer included on the indie s roster. This leaves a huge gap in your skill set, so here at 100% Indie we wanted to try and offer some insight into the difficult, yet essential world of selling indie games. Much of our website is dedicated to the realm of games marketing, and we work hard to help our development partners to achieve visibility not only for their games, but for themselves. So we compiled this free e-book in an effort to impart some of that knowledge to the indie game development community that we serve, and hope it helps you to navigate the marketing minefield with efficiency and ease. We want to hear your advice and feedback, so visit 100percentindie.com today and send in your thoughts. Spanner Spencer, 100% Indie Editor 100% INDIE Editor Spanner Spencer Layout & Design Ted Bossons Contributors Spanner Spencer Amy Fleming Harry Slater James Kaye Distribution Free to distribute, not for sale. Do not alter. Legal 2014 Electronic Arts Inc. Articles and other content contributed by users is provided as is and without warranty. Opinions expressed therein belong to the author and do not necessarily reflect the opinion of Electronic Arts Inc. or its affiliates. Privacy Policy WEBPRIVACY/US/en/PC/ Terms of Service WEBTERMS/US/en/PC/ 2

3 Content 8 Choosing a PR Company 100% Indie s PR manager Amy Fleming offers solid gold advice on how to choose the right public relations company to ensure you, your games and your brand are properly represented. Writing A Killer App Store Listing You ve got one paragraph to sell your game to a beleagured audience. 100% Indie s editor Spanner Spencer helps you avoid letting your game fall into app store obscurity, unplayed and unloved. Add a Video to Your App Store Description If you want people to buy your game, you need to make it as alluring and easy for them to make that decision as possible. Video content in your listing is worth a million words

4 Content Made a great game and now you re ready to sell it? Don t fall at the final hurdle by messing up your screenshots. Spanner Spencer explains how to include the perfect images to help sell your games. Get Your App Store Screenshots Right There s an internet full There s of an games internet media full ready of games to talk media about ready you to and talk about your you games, and your but promoting games, but your promoting indie studio your indie begins studio at begins home. 100% at home. Indie 100% tells Indie you how editor to Spanner get your Spencer name tells you how to get your name known to Lorem ipsum dolor sit known to the world. amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod the world. tincidunt ut laoreet dolore magna Promote aliquam Your erat volutpat. Game Ut wisi enim ad minim ve niam, quis nostrud Studio exerci tation for ullamcorper suscipit lobortis nisl ut aliquip Free ex ea commodo consequat. Is it better to aim for one app store or as many as you can? Harry Slater talks to indie game developers to find out whether a focused approach or a wideranging one is best. Selling on One Store, or Many? 4

5 Choosing a PR Company 100% Indie s PR manager Amy Fleming offers solid gold advice on how to choose the right public relations company to ensure you, your games and your brand are properly represented. BUDGET Would you prefer to work with a traditional agency that works on retainer and billable hours, pay a flat fee, or go down the pay-as-you-go approach to focus on a particular project for an unspecified amount of time? P icking the right public relations (PR) agency to represent your company and ultimately help sell your game isn t always easy. Your company and the PR agency need to be a good fit and on the same level when spit-balling objectives, ideas and expectations. Firstly, you ll need to do lots of fun research; small businesses especially should interview several places to compare rates, strengths and industry experience. If you do operate within a small business it d be wise to base your research on smaller, independently operated firms, or even individual PR specialists, because they can spend more time on your account, and should have more affordable rates. Once you ve established what you want to spend, see what a variety of competing agencies propose to do with your available funds; it s the simplest way to determine who will give you the most value for your money. You ll also want to find out the average monthly spend of their other clients. If it becomes apparent that you could be the smallest client on their books you might want to reconsider, as you may not get the prioritization and value for money you deserve. Be specific about what services are included in their fees and any extra costs for things that could potentially arise, such as events, travel or entertainment. In the gaming industry, an agency with specific experience and relevant media contacts really helps to gain success for potential clients just like you. Before you sign the dotted line, make sure you ve considered the following points when selecting an agency to fit your unique requirements. Be specific about what services are included in their fees and any extra costs for things that could potentially arise. 5

6 STRATEGY & SPECIALTIES Detailed planning and targets should be carefully implemented to achieve the best results. CLIENTS Find out who their ideal clients are. You want an agency that wants your business as much as you want to work with them. Ask for references, paying particular attention to the opinion of companies that are no longer use their services. What do their previous and current clients think? KNOWLEDGE Industry knowledge is imperative when trying to market any product, as is ensuring the PR agency has solid, relevant media contacts. How much experience do they have with similar game launches and brand management? Is the agency going to be able to represent your business with confidence and at a high level of expertise? Do they truly know your target market, how it works and, most importantly, how to make you stand out in an over-saturated market? Ask yourself: what results do you want? Ideally, it will be increased exposure and high volume of sales. But there are other measurable elements to think about, like video views, likes and shares, followers, subscribers, fans and new users. Along with a good mix of traditional PR services do they also have successful experience with digital marketing and social media, online advertising, forums, blogging, call-to-actions, copywriting, events, conducting interviews and how do they measure the results of all the above? How long do they think it will be before you actually see results? Groundbreaking results are probably not going to happen immediately. Campaigns take time to gain momentum, therefore, transparency and sensible goals are very important and any agency should not be afraid to give you realistic expectations. CREATIVITY Part of the reason you work with an agency is to bring fresh ideas on how to promote your games in order to get the recognition they deserve. Therefore, the team should be pitching new ways to achieve this to you; not the other way round. Request to see a list of publications they got coverage for their other clients in? Are you inspired by the type of exposure received in identifying what makes a certain campaign work? Additionally, you should find out how much experience they ve had in crisis management in case you need advice on effectively working through a tricky situation. Detailed planning and targets should be carefully implemented to achieve the best results. Ask yourself: what results do you want? 6

7 Does the agency seem like they d have a good shot at capturing your brand s voice in their suggestions? Are you getting excited about what working with them could mean for you and your company s future? Pay attention to their portfolios and case studies. Do you see anything you like? Do they represent wellhandled campaigns? Evidence of prior projects should be extensive. If their presentations all have the same feel that often shows a lack of originality, creativity and won t help you get noticed. SUPPORT How many employees is the agency willing to commit to your account? Who is your central point of contact? Day-to-day, who will be responsible for what? And how will those work efforts add value to the outcome you re seeking? PR is all about building relationships and nurturing them. If you don t feel that the people you re going to be working with are striving enthusiastically towards the same endresult as you, then walk away. Knowing what s going on with your PR campaign is obviously a good way to ensure its benefits. Ask what kind of reporting you ll receive and how often. You want to be able to keep good track of your Return on Investment (ROI). Finally, will you be able to end the contract if you re not happy with their services? Regardless of your business size or promotional requirements, take the time to choose the right kind of PR support; you re trusting your name, reputation and perhaps even your livelihood to the agency you select. Weigh everything mentioned and have confidence that they ll deliver as promised, so that you re free to create more awesome games for us to play! 7

8 Writing a Killer App Store Listing You ve got one paragraph to sell your game to a beleagured Audience. 100% Indie s Editor Spanner Spencer helps you avoid letting your game fall into app store obscurity, unplayed and unloved. B e honest. How much time do you spend reading a description when you re browsing for new apps on your phone? You pull up the marketplace app, read the title plus a few other words before a flick of the thumb whisks you off to the screenshots. By the time you re looking at the pictures, your decision is pretty much made as to whether you buy it or not. It s the same for everyone, so if you want to seduce the quick-fingered, speed-reading text skimmers who cruise the app stores you have to be fast, hard and right to the point with your description. OPENING PARAGRAPH If you want, you can make a full-on War & Peace out of your Samsung Apps description, but your time s probably better spent painting an You can t spend enough time capturing the right images to accompany your game. iron bridge. Both the online and on-device Samsung Apps store offers an anorexic paragraph of text before a button press is required to read more. Work on the assumption that no one s going to press a button, and your description is already ten times stronger. You ve got four short lines in which to whip the coins from a gamer s unforgiving pocket, so every word is precious. BEGIN WITH GENRE Powerhouse futuristic racing at brain-melting speed. If you love the WipeOut-style driving games, that s about all you need to know. Move on, straight away, into style. Viewed from above, the hardcore sci-fi visuals bring the dangerous anti-gravity tracks to life. When they swipe down to the screenshots, they ll see exactly what you mean. Assuming you get your screenshots right, that is. SCREENSHOTS One of the most important aspect of your description is the screenshots. You can t spend enough time capturing the right images to accompany your game. You ve got four fleeting pictures to sell your game, and the benefit here is that people actually want to look at them (unlike your description). So don t waste any with pictures of your menu or splash screen. 8

9 build an eclectic mix of breathtaking imagery that ranges from the beginning to the end of your game, and is packed with action. Sure, you know they look cool, and how much work went into them, but any screenshots that deviate from in-game action are dead pixels. A busy screenshot dazzles and intrigues, which are the two most valuable reactions you can solicit from a potential shopper. Don t try to explain the gameplay through your illustrations. That s what the description is for. Instead, build an eclectic mix of breathtaking imagery that ranges from the beginning to the end of your game, and is packed with action. And yes. Even a simple puzzle game can demonstrate action and excitement. You just have to work harder to capture it. Time spent refining your screenshots is never wasted. If it takes a day, a week or a fortnight, those four pictures allow gamers to see your creation through your eyes, so ask yourself: would you buy your game based on those four images? DESCRIPTION The killer opening paragraph and seductive screenshots have captured the gamers attention now, so its time to unleash your irresistible sales pitch. The moment they hit the link to read your full description, the reader should be hit by your game s energetic and indefatigable slogan. Strap yourself to a nuclear missile and blast into the future! Give us a couple of very short paragraphs about the game s back story, concept and unique gameplay traits, but don t overload us. The absolute minimum is what we need, so if you can compress this info into a couple of hard-hitting sentences, do it. There s an anomaly when it comes to reading text on a screen. Your average human being will skim blocks of texts, hence the benefits of short, sharp paragraphs. But what they will read are bulleted lists, so close out your description with a roll call of your game s most unique and engaging aspects. Put these together and you ve got a short, vital listing that gamers can t ignore. 9 Star Command, LLC. MADFINGER Games, a.s..

10 Add a Video to Your App Store Description If you want people to buy your game, you need to make it as alluring and easy for them to make that decision as possible. Video content in your listing is worth a million words. T he late, great advertising maestro John Webster who created campaigns such as the Honey Monster, Smash Martians and Hofmeister s Follow the Bear said that adverts are unwelcome visitors in people s living rooms. With this in mind, he worked hard to make his commercials as entertaining as possible, so as not outstay their brief welcome. Your game description is an advert, and should be approached with Webster s philosophy at its heart. Over on the Samsung Apps marketplace there s an option that other app stores often neglect: videos. Ignore these at your peril. 10

11 ADDING A VIDEO TO YOUR Samsung Apps GAME DESCRIPTION A strong trailer will sell your game more effectively and more often than any finely honed description. It s just one of those anomalies of the digital world; people have an inexplicable intolerance for reading from a screen, particularly when casually browsing for something anything new to play. Videos, however, people will watch all day long. The good news is that Samsung has just made it even easier to add a video to your listing. While adding a new game to your Samsung Seller account, there is a new section in the Support section for adding a YouTube video. Any video added here will appear within your game s description on the storefront. To simplify entering a video, you now only need to enter the video ID from the YouTube URL. This helps to avoid difficulties brought about by various YouTube URL formats now being available, such as shortened web addresses, playlist links and time-specific starting points embedded in the address. You can now be sure that your video will be recognized by extracting its ID and only entering that data. A YouTube video s ID is present in both its long and short URLs, and any other address format that the streaming service might offer. Here s how to get it: FINDING A YOUTUBE VIDEO S ID This is the long URL for 100% Indie s trailer video: And here s the short one: Note the 11 digit alphanumeric code that s identical in both (we ve underlined them in the two URLs). This is the video ID. Copy and paste those 11 digits into the YouTube video section of your game s description in your Samsung Seller account. 11 Even if it s just half a minute of gameplay footage, a video is an essential selling tool that no game description is complete without.

12 PR on a Budget Founder of mobile marketing services Dimoso and Appromoter, James Kaye, gives us the lowdown on game marketing for indie game developers on a budget. A t Droidon London, 100% Indie was there to talk to indie game developers about how they can increase their revenues and visibility by registering with the initiative and self-publishing their Android games via the Samsung Apps marketplace. Adding to this with some essential insights into game marketing was James Kaye of Dimoso. James also runs Appromoter.com, which specializes in PR and marketing for small games developers who don t necessarily have the budget or the experience to put out the vital messaging required for their products to cut through the white noise of smartphone apps. In our exclusive IndieView from the Droidcon show floor, James gives some invaluable advice on how indie game devs can reach the crowds, and how Dimoso and Appromoter can help them do it. Click here to view the video or visit: We deal with a lot of game developers, and the number one thing they need to concentrate on is quality. - James Kaye. I Fight Bears. 12

13 Get Your App Store Screenshots Right Made a great game and now you re ready to sell it? Don t fall at the final hurdle by messing up your screenshots. Spanner Spencer explains how to include the perfect images to help sell your games. The single most important aspect of your smartphone game s app store listing is the screenshots. Get the images right, and sell your game. Get them wrong and users will move on to the next game without a second glance. We see hundreds of new game listings go live every week here at 100% Indie as game developers register for the program and send their Android games to the Samsung Apps marketplace. But a lot of these great games struggle to make an impact because the players don t know what they re buying. You can t spend enough time getting your screenshots right. Star Command, LLC. Here s how. MADFINGER Games, a.s.. Star Command, LLC. WHAT ARE SCREENSHOTS? You get four images to help sell your game, so each one has to count big time. MADFINGER Games, a.s.. While they might appear to be at the bottom of the screen, consider that the description text is collapsed to begin with, which bumps the screenshots close to the top. Because of this, more players will check out the imagery first, and only then will they read the description; assuming, that is, your screenshots convinced them to do so. 13

14 SCREENSHOT CONTENT All your screenshots should feature in-game action. All of them. You probably spent a lot of time and effort on the art for the menu and splash screen and want to show them off, but there s nothing in there that will sell it to the hordes of gamers looking for their next download. Choose images carefully from throughout your game, and not just the first level where it s easy to take lots of shots Resist the temptation to waste a screenshot on fancy artwork; they can see your creative efforts when they buy the game. Speaking of which... BorderLeap, LLC.. OVERLAYS Thoopid 2013 We know how important it is to show off your in-game action, so don t cover it up with banners and shout outs. High Res Graphics!, Over Four Levels!, Online Leaderboards! There s no benefit to turning your screenshots into a gaudy advert. Outstanding in-game action is the best ad you can show. Overlaying images with banners or reducing their size with a smartphoneshaped border detracts from the important stuff, and can even have a detrimental effect when it comes to media outreach. THE MEDIA You want the media to review your game, and to do so they need to illustrate their coverage with great screenshots. They won t use the menu or splash screen, and if your screenies are boring, so is the review. And they won t run a boring review. Similarly, if there are banners or overlays on your screenshot, the website or magazine can t use it. All media coverage must have come from directly within the game, unadorned. Make it easy for them to grab your action-packed screenshots -- and therefore make your review look awesome -- from the marketplace listing, and you ve vastly improved your chances of coverage. BorderLeap, LLC 14

15 BosanovaInk Common SCREENSHOT Mistakes Not all available image allocations are used. Screenshots are from the first level. There s nothing exciting happening in the image. Screenshots are not supplied at the highest available resolution. BosanovaInk Remember... Screenshots can be photos of your game or app being used, which is especially useful if it has some real-world or physical component. The media won t use the menu or splash screen in their coverage of your game, and if your screenies are boring, so is the review. And they won t run a boring review. 15 A lot of game listings are found via image searches, so nailing great screenshots can drive traffic to your app store presence. Even though an application store might display your images at a reduced size, they re still at the resolution you supplied them in. So make them high res. Always add a YouTube video trailer to accompany your screenshots.

16 Take Every Opportunity At 100% Indie we work hard to bring indie game developers as many opportunities to grow as possible. We help them to self-publish their Android games on the Samsung Apps store, which offers a high-quality marketplace and security options; both serious concerns for the Androidplatform. We also help with visibility and promotion before and after launch, and this is an opportunity that no indie game developer can overlook. Of course, developers still need to put in a lot of hard work and passion, but it all begin by registering now at 100% Indie. Visit for more information right now. 16

17 Promote YOUR GAME STU- DIO for FREE There s an internet full of games media ready to talk about you and your games, but promoting your indie studio begins at home. 100% Indie editor Spanner Spencer tells you how to get your name known to the world. I f you don t tell the world that you exist, no one else is going to. You can t rely on the games media picking your name out of the gigantic app store hat, so establishing your online presence is an essential task if you want to start selling your games. Easier said than done, of course, but there are some essential resources that anyone can make use of and begin building a Google search profile, and it doesn t have to cost a penny. Let s take a look at a variety of digital libraries where people will look for info on your indie game studio. If you re not on them, you should be. MobyGames MobyGames is, on face value, little more than an online encyclopedia of video games. But it delves deep into the industry, reaching back to the early days of gaming and covers... well, every platform ever made. About 140 of them, at last count. You might worry about getting lost in those deep mines of gaming history, but it s become a primary resource for anyone who needs to know about those involved in the industry, in different studios, and in specific games. The MobyGames database is well respected 17

18 and allows for as much detail as you re willing to put in, and you should put in as many as possible. If someone wants to know about you, make it as easy as possible for them to get that info, and MobyGames is the place to begin. Wikipedia Although it s got a reputation for glaring inaccuracies, Wikipedia is still one of the most viewed webpages on the internet, and for good reason. You might take what you find on there with a pinch of salt, but if you put together your own coverage, you, at least, can feel secure about how your studio and its games are represented. Why should you be on here? A good Wikipedia page, which doesn t have to be long, is a great way to list your studio s achievements and provide links out to coverage you ve received. It also ties all that coverage to your own website, and in the future who knows how many people will cross reference you, your games and your studio within other Wikipedia articles. LinkedIn Chances are you re already on LinkedIn, with a personal profile, but your studio should have one too. Even if you re a lone developer, establishing your studio in its own right is a strong move, and one of the first tasks should be giving it a presence on LinkedIn. This goes double for any indie game developers that are looking for contract work. LinkedIn is very much a B2B network, so a well maintained company profile is one of the best ways to get yourself spotted by other companies that might want to hire you. Official Webpage Set up a webpage for your studio. Sounds obvious, but you d be surprised how many developers never get around to this essential task. Every app store requires some kind of support link, but a lot of It s a place where you can dedicate a whole page to each game, where you can tell people about what s coming up next, and where the media can get your assets and press kits. people use these just to find out more about you. If it goes to Twitter or, worse, nowhere at all, you re missing an opportunity to educate the internet about your studio, your skills and your other products. It s a place where you can dedicate a whole page to each game, where you can tell people about what s coming up next, where the media can get your assets and press kits (essential for coverage), and where users, other companies and journalists can contact you directly. For the price of a domain name, an official website is a bargain that will pay massive dividends. 100% Indie Of course we recommend you sign up at 100% Indie and send in your Android games for distribution on Samsung Apps, but there s good reason for that. Taking full advantage of every possible opportunity -- not just 100% Indie -- is vital; now more than ever. You can never have too many places to promote and sell your games, and while there s still a lot of work to be done when it comes to marketing, cost-free and risk-free initiatives like this one are few and far between. You ve nothing to lose from participating, and everything to gain. 18

19 Selling on One Store, or Many? 19 Is it better to aim for one app store or as many as you can? Harry Slater talks to indie game developers to find out whether a focused approach or a wide-ranging one is best. It feels like there s always a new app store popping up, offering developers another potential avenue to get their game to customers. But what are the benefits of spreading yourself over a number of app stores, and is it better to focus your attention on just one rather than taking a scattergun approach and throwing your game to as many corners of the globe as possible? Whitaker Trebella of Fixpoint Productions has just shifted his first game on Android. It s called Pivvot, and it s already done amazing business on Apple s App Store. It s his second smartphone game, after shape-shifting puzzler Polymer. Until recently, I ve only ever had games in the ios App Store, but on September 20 I launched Pivvot on Android as well. I m very happy with it so far. While the ios launch made more revenue in the same amount of time, the Android numbers have not been insignificant. It also feels good to be able to provide the game to a larger audience. I really didn t like always having to say no when people asked for Polymer on Android. Being on multiple app stores can help discoverability, but it s far from automatic. For Trebella, spreading his reach was a matter of discoverability. It widens your audience, and gets rid of some awkward conversations. It s nice to be able to just say Get my game Pivvot rather than Get my game Pivvot (if you have an ios device). The more stores a game is on, the more you re able to just say Get the game and get sales. This obviously applies to word of mouth too. If someone on ios loves Pivvot and tells their co-worker, who has Android, they re going to be likely to buy it. If you re not on Android, you just lost a sale. The discoverability issue is something that Moo Yu, developer of Ring Fling, agrees with. But, he says, there are other aspects that you need to think about when you decide to target multiple app stores. Being on multiple app stores can help discoverability, but it s far from automatic. The app needs some sort of social mechanism for spreading the game that is less lossy than word of mouth. Also, the app must be built in a way that has appeal that spans the desires of active users on each app store. For Yu, the platform for the game is something that should inform every aspect of its design. You need to know what and who you re aiming for from the start to make sure you re going to hit your target.

20 Platform should definitely be considered during the design phase of any game. It s hard to put order to it, but while you re designing a game, you really need to think through why you want to make the game, what kinds of people will like that sort of game, and what your environment will and won t let you achieve. The platform is a massive part of that environment. When it comes to the hurdles that face anyone wanting to release on multiple app stores, both Yu and Trebella are pretty stark in their outlook. It s not just a case of getting a game on the store either. There s work to be done before and after, as well. The easy parts are the hard limits, says Yu, which include hardware, OS capabilities, billing infrastructure, and guidelines. The hard part is considering the demographic differences and differences in usage patterns between users on the various platforms. For example, Android is significantly more dominant in Asia than in North America or Europe. If you want global appeal, you need to consider that. Android is significantly more dominant in Asia than in North America or Europe. If you want global appeal, you need to consider that. Trebella cites fragmentation as the big problem with aiming for multiple app stores. Where the Apple App Store has a relatively small number of devices that can access it, aiming for any of the other stores is going to mean aiming for a huge number of devices, all of which have their own unique problems. One way around that is to take matters out of the hands of the game, and put them in the hands of the player. 20 Register now at 100percentindie.com

21 More important than choosing which app stores to hit is ensure you re approaching them correctly. For example, Pivvot ios automatically adjusts itself to a Low, Medium, or High performance level depending on which Apple device the user has. But with Android, I wasn t about to program different behavior for thousands of devices. So in the Android port, there is a performance selector in the settings screen that allows the user to choose their ideal setting. That s not to say that there aren t benefits to aiming for more than one app store, but it s a process that needs to be carefully considered before it s embarked upon. There are plenty of pitfalls waiting for developers who go in blind, and expecting an easy ride is the quickest way to start messing things up. It s important to understand where your game is going to end up, and whether it s likely to appeal to the audience for that particular app store. In other words: do your research. Find out what works where, and whether your game is likely to fit into a similar bracket. Of course, there s no accounting for the surprisingly changeable attitudes of the mobile consumer, but having a good understanding of the various app stores you re aiming for will still set you in good stead. While it might not match the dreamy ideal of making games for the sake of making games, there s one factor that should underlie every choice you make: cold hard cash. Samsung Apps offers a highquality Android marketplace. Everything has to be a matter of cost benefit analysis, says Moo Yu. For the given game that you re making, you need to think about how much opportunity and how much effort is involved, and, ultimately, if it s worth it. More important than choosing which app stores to hit is ensure you re approaching them correctly. You need to understand that particular app store and how users like to be treated there. It s much better to focus on one thing at a time and get it right than to just spray and pray. 21

22 Join 100% Indie and raise your game 100% Indie is a partnership initiative between mobile games publisher Chillingo and hardware manufacturer Samsung. It s purpose is to help smartphone and tablet game developers to bring their Android titles to the Samsung App marketplace. WHAT YOU GET Assistance with self-publishing your Android games on Samsung Apps. Powerful promotional opportunities. Another flourishing marketplace to sell your games. Helping to inspire, promote and support indie game developers. The program has worked hard to deliver a host of essential opportunities for indie game developers, including a 90 percent revenue share as opposed to the 70/30 industry standard, a range of promotional strategies to help you get noticed in an overcrowded ecosystem, and a presence on the world s best selling and most powerful touchscreen devices. Access to over 100 million Samsung users around the world. BENEFITS OF PARTICIPATION 90% Revenue Share: The industry s highest rev share option, via Samsung Apps. Risk-free: You retain all rights and ownership to your games, work and products. Cost-free: Neither 100% Indie nor Samsung has any costs attached to participation. Non-exclusive: Publish anywhere else you want, and still take part in 100% Indie. Visit 100percentindie.com/about to register, and send in your Android games Youtube.com/100percentindie

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