Harpagia · B2C · idle RPG game
Focus on keeping players coming back before worrying about making money
Founder credits it; no separate numbers
What they did
- Stage
- Early
In their words
This app replaced my 9-5 ($155K/year)
GusAll right, let's wrap up here, and just talk about a question we always ask to everyone that comes on the channel. If you were standing on your shoulder 2 years ago, 5 years ago, what advice would you give to yourself?
KenBuild something that you understand well and get real feedback as early as possible. Not from friends and family, but from your potential customers. One of the best decisions I made was forcing myself to launch the game after 6 months, no matter what. At the time, I had a much bigger vision for the game. But looking back, there's no way the game would have improved the way it did without getting it into the hands of real players. If you're not embarrassed by your V1, V2, or maybe even your V5, you're probably not shipping early enough. Your early users or play testers will give you incredible feedback and help shape your game. I also didn't worry much about monetization in the beginning. My focus was retention first and building a game that people wanted to keep playing.
GusAwesome. That's great advice, Ken. Thank you for coming on to the channel. Excited to see where this game goes, and maybe we'll have you back on when you're making 50k a month or 100k a month.
Get tactics like this every Monday
New tactics from the week's founder interviews, each linked to where it was said.
More from this episode
- Post screenshots of your rough game on Reddit and stress it's free to playRevenue jumped from ~$1K to ~$10K a month almost overnight, despite harsh comments
- Share big game updates on Reddit every few months, within subreddit promo rulesEach post brought a jump in new players; revenue rose from $10K to a ~$18K/month peak
- Price in-game purchases between $4.99 and $9.99Players buy readily in that band; above $9.99 converts worse. No test numbers given
- Make the game free and sell optional extras that speed up progress~6% of downloads pay (games typically 2-5%); over $3 per active user a year
- Launch after 6 months no matter what, and let real players shape the gameFirst $10 sale within days; ~$150 in month one, ~$1,500 total by month two
- Build a tiny practice app in 6 weeks to learn launching before the real oneTaught AI-assisted building and app store approval; lessons fed the main game
Tags: retention-first, delay-monetization