Combined with sales of the original The Room, that's 5.4 million total downloads in 14 months, Meade tweeted. Both games use a premium business model with a cost to download and no frivolous in-app purchases, even as the industry shifts more and more toward free-to-play.
"Okay so premium games on mobile don't sell, so we keep getting told by the investor/marketing wing of the industry," Meade tweeted. "Yet this all happened without Fireproof spending any money on marketing or PR or analysts or analytics."
He continued, "We had no experience of mobile, we made it up as we went along, our game wasn't a service & we believed in gamer word of mouth…Point? Dunno. But maybe what mobile games needs is less databollocks and more devs who believe in gamers & what gamers want."
And finally, "Who cares if f2p games're making zintrillion$ if they're barely games at all. Gamers need a space on mobile & only we can create it."
It may be true that the best games are usually recognized, but what about all the rest? Regardless, it's great that Fireproof's strategy of not having a strategy has worked out, and I hope more developers find success the same way.