Estimated share of ads and in-app purchases in revenues structure was 83% (revenues) and 17% (in- app purchases). In February share of ads in revenues structure reached 88% (and in-app purchases 12%) and in January 83% and 17% respectively
In total, estimated revenues from games in 1Q 2020 amounted to PLN 36.8 mln, and user acquisition expenditures to PLN 18.4 mln.
March was yet another month to bring us a record level of revenue, which again increased in comparison to February, both in hyper-causal and GaaS games. The new hyper-casual game ‘Will It Shred?’, which was launched on the last day of February, was download 8.6 million times in March. We are pleased with the revenue generated by this segment of our portfolio – both by the new title and the previously released Ramp Car Jumping and Stunt Car Jumping. Our goal is to build a large ‘ecosystem’ of various hyper-casual games, just like we did with parking games. The success of our hyper-casual games demonstrates that increased expenditure combined with the development of this type of games deliver measurable results – says Marcin Olejarz, President of the Management Board of BoomBit S.A.
In March, the GaaS segment again saw a month-on-month increase in revenue. In this period, we carried out the previously announced major update of Archery Club, by introducing new elements to make the game more appealing, e.g. events and power-ups. As a result of the update, we are also selectively increasing the marketing outlays on this game and the level of revenues in March was 10% higher than February. We are expecting a continuous increase in revenue from this game in the months to come. Tanks A Lot! received featuring on the Google Play platform at the turn of February and March and this resulted in increased downloads and revenue in March. After an update at the beginning of March, revenue from Darts Club remains on a stable and satisfactory level – says Hannibal Soares, Vice-President of the Management Board of BoomBit S.A.
The current coronavirus situation has no negative impact on our company’s business – people spend more time at home and we can see that they play more. It definitely impacts on the number of downloads of our games and revenues, but we are unable to estimate its significance. Our revenue started to grow dynamically in December 2019 before the epidemic started to spread. Our games are therefore attractive for players and we have been able to establish ourselves in this market, which has clearly gained momentum recently – adds Marcin Olejarz.