Should I Release to Mobile?

(not sure if this is the right category)

I know that there’s a huge market and I will inevitably release to mobile but I’m wondering what percent of your concurrent player count is from mobile and what game it’s on. I have previously created a game and around 50% of the players are from mobile but I know that it differs from game to game. image

I have now released a game where you create your own obby and I’ve only released it on the computer because it won’t work on mobile in its current state. I was wondering how big of an increase releasing to mobile would make, and I guess gathering data from similar games can help make an estimate.

It would be cool if you could post the percent of your players are from mobile and which game or category it’s from so the entire community could use this data to see if it’s worth releasing on mobile. Maybe we can even post the percents from computer and xbox to get even more data around.

2 Likes

I’m going to take the theoretical route on this one (as I do not have a successful game I can collect data from).


Let’s start with some facts:

  • The mobile audience is, in general, much younger than the PC audience
    • The mobile audience will have a shorter attention span
      • But a positive of this is that they are constantly searching for games which means they are most likely going to come across yours
    • The mobile audience will lack the dedication of the PC audience (which means they are much more likely to give up)
  • Mobile devices are less powerful than the average PC
    • You will have to confirm the game is optimized so it can run smoothly on, at the least, a weak tablet (think Samsung Tab or the like)
    • You can take them anywhere
  • Kids can be impulsive and are attracted to rewards
  • (Most) kids are very social

Now, onto theory from these facts:

Due to fact 1a, you will need to be able to get your player into the game fast and make sure they have fun. If not, they’ll leave. Unlike older audiences, children are less likely to try your game again (unless they are bored or forgot they have tried your game before) so it’s important you start off your game strong. This ties into fact 2 in that, if your game is not optimized, it will not run smoothly and fact 1 will bite you in the behind. Also, children may give up easily when designing the obby or trying to complete others; maybe they’ll get bored, find designing too hard, or get frustrated.

That was all negatives; Let’s move onto some positive of the mobile platform. Children are easily attracted to obbys. Many scam games are designed around obbys and are very successful. So it would be reasonable to believe that your game would get good exposure in the beginning (fact 1a1). Second, fact 2b is great for your game as a child can always go back and add something to their obby when they get a burst of creativity; they can play your game anywhere. Also, fact 3 can help you with income; children aren’t as hesitant to spend. I’m not saying you should abuse fact 3, but it’s good to know and cater to. Also, if you are able to latch children to your game, fact 4 will bring more players to your game and start a domino effect.


That is what I was able to think of after a thinking session. I hope, through research and data, you make the best decision for your game!

4 Likes

You should consider releasing your game on mobile, because a majority of Daily Active Users (DAU). Here’s the pie chart from RDC 2019.

DAU
I have yet to find the exact percentages, but I hope that this gives you an idea how important it is to include the mobile community as well.

Edit: Even I’m surprised that there are more mobile players than desktop. Before I thought the other way around!

4 Likes

While Phone makes up a HUGE percentage of players, they pay very little when it comes to gamepasses and developer products.
image

From my observation this is due to the small amount of options Roblox provides to Touch Devices for buying Robux, additionally this doesn’t make Touch Devices irrelevant.

Logically younger audience would play on Touch Devices while older audiences would have their own PC, thus them having more Robux to spend over the other group.

I keep using the term Touch Devices because there is no reason why you shouldn’t and shouldn’t be able to support Tablets if your game supports Mobile.