Starter Story · 2026-09-13
This app replaced my 9-5 ($155K/year)
Ken Law, ex-Meta engineering manager and ex-Amazon engineer, built Harpagia, a solo-made text-based idle RPG for iOS and Android (free-to-play, in-app purchases). After a practice card game (Big 2 Wild, 6 weeks) he forced a launch at 6 months. Revenue sat near $1K/month until a heavily criticized Reddit post took it to ~$10K/month almost overnight; he quit Meta that month. Periodic Reddit update posts pushed it to an ~$18K/month peak. ~$13K/month average, >$150K last year, ~6% payer conversion, $0 ad spend, 3.5-4K MAU.
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Numbers mentioned
| Subject | Metric | Value | Quote |
|---|---|---|---|
| Harpagia | revenue Average monthly revenue over the past year | USD 13K/month approximate | “The average monthly revenue has been around 13,000 a month, which totaled over 150,000 in the past year.” |
| Harpagia | revenue 'Over 150,000' in the past year | USD 150K/year approximate | “The average monthly revenue has been around 13,000 a month, which totaled over 150,000 in the past year.” |
| Harpagia | revenue Title/description figure | USD 155K/year approximate | “The average monthly revenue has been around 13,000 a month, which totaled over 150,000 in the past year.” |
| Harpagia | arpu 'Over $3' revenue per active user over the past year | USD 3per active user /year approximate | “Over the past year, the game averages over $3 in revenue per active user.” |
| Harpagia | users Monthly active users | 3,500–4,000 users/month approximate | “The monthly active users ranges anywhere from 3,500 to 4,000, with daily active users around 5 to 600.” |
| Harpagia | users Daily active users | 500–600 users/day approximate | “The monthly active users ranges anywhere from 3,500 to 4,000, with daily active users around 5 to 600.” |
| Harpagia | downloads 'Over 50,000' combined iOS + Android | 50K downloads approximate | “The game has reached over 50,000 downloads combined with both iOS and Android” |
| Harpagia | conversion rate Share of downloads who made a purchase (download -> payer) | 6% approximate | “with roughly a 6% conversion rate, which I would consider pretty decent considering the typical conversion rate for games is anywhere from 2 to 5%.” |
| benchmarkTypical download-to-payer conversion for mobile games | conversion rate | 2–5% approximate | “the typical conversion rate for games is anywhere from 2 to 5%.” |
| Harpagia | price Range of in-app purchase prices | USD 2–10/one-time approximate | “A lot of the pricing ranges anywhere from the $2 to $10 range.” |
| Harpagia | price In-app purchase price band players will generally pay; above $9.99 converts worse | USD 4.99–9.99/one-time approximate | “What I've learned through a lot of monetization experimentation is anything around $4.99 to $9.99, players will generally be okay to spend.” |
| Harpagia | cost Operating expenses: purchased assets, freelance art, subscriptions | USD 500/month approximate | “My ongoing operating expenses, such as purchasing assets, freelancing art, subscriptions, and so on, is roughly $500 a month.” |
| Harpagia | ad spend No paid ads | USD 0 | “And I did not spend anything on ads, so my ad spend was zero.” |
| Harpagia | revenue Sales in first month after launch | USD 150/month approximate | “By the end of my first month, I made about $150 in sales.” |
| Harpagia | revenue Total sales by end of second month | USD 1,500 approximate | “By the end of my second month, I made about 1,500 in total sales.” |
| Harpagia | revenue Monthly revenue just before the first Reddit post (~6 months after launch) | USD 1,000/month approximate | “My revenue jumped from roughly 1,000 a month to 10,000 a month almost overnight from that one single post, and I hit my goal.” |
| Harpagia | revenue Monthly revenue right after the first Reddit post | USD 10K/month approximate | “My revenue jumped from roughly 1,000 a month to 10,000 a month almost overnight from that one single post, and I hit my goal.” |
| Harpagia | revenue Peak monthly revenue | USD 18K/month approximate | “Over time, revenue grew from around 10,000 a month to a peak of roughly 18,000 a month just posting on Reddit.” |
| Harpagia | revenue Organic revenue threshold set for quitting his job (reached) | USD 10K/month goal | “I decided that if my game could reach 10,000 a month organically, I'd leave my job and go all in.” |
| Big 2 Wild | time to milestone Time to build the first app with AI assistants | 6 weeks approximate | “I built my first app, which was a simple card game called Big 2 Wild, in about 6 weeks.” |
| Harpagia | time to milestone Building time before forced launch | 6 months approximate | “One of the best decisions I made was forcing myself to launch the game after 6 months, no matter what.” |
| marketGlobal gaming industry | market size | USD 100,000M approximate | “The gaming industry is a $100 billion industry” |