Online Income Report #043 – November 2015

Each month I publish a fully transparent income report which documents my online earnings. These income reports exist to demonstrate my progress, share my experiences, and motivate others who want to make money online.

Check out my online income report for November 2015.

daysoffWhat I Did In November

November was a slower month than I had planned for it to be.

Time Off

Last year in November 2014 I took the entire month off work and it was amazing. I felt like doing something similar this year, but to a lesser extent. So I decided to enjoy a short break, which turned into a long break after installing Civilization V, and before I knew it November was over!

After making a $10,000+ profit last month I definitely earned some time off.

Dragon Depths

My current major project is a HTML5 game called Dragon Depths. I haven’t published too much information about it yet, but it’s really coming together nicely. On the days that I did work this month, I spent most of my time on this project and a few other unreleased titles. I actually worked almost exclusively on games this month, which was quite refreshing, and Dragon Depths in particular has been incredibly fun to work on.

I can’t wait to share some screenshots in the coming month.

Other Stuff

I worked 108 productive hours in November and took 14/30 days off.

I’m currently playing Civilization V, watching Outlander, and The Search for Freedom was the best movie I saw this month.


Platform Overview

Here’s a quick look at how my online platform performed during November 2015.


The games I publish were played 929,809 times (30,773,195 total).

Traffic to my HTML5 games was moderately higher than last month. More importantly: I finally reached 30,000,000 total plays! It was one of my goals to reach this milestone in 2015.


My websites were viewed 35,661 times (5,586,067 total) by 16,105 unique visitors.

Traffic to my websites was lower than last month. I have started to reintroduce mobile ads into some of my games instead of sending traffic back to my sites, which accounts for the drop this month.


I have a total of 37,711 subscribers across various platforms, up 1,684 from last month. My current Klout score of 53.81 places me in the top 10% of influential social media users.

Twitter – 25,764 (+1,549) ¹ ² ³
Facebook – 7,688 (+5) ¹ ²
Newsletters – 4,259 (+130)

Twitter and newsletter growth increased this month, which is a trend I like to see. Facebook cleared out some of the old/inactive accounts that were following me, resulting in only a small net increase of followers for November. Overall, it was a decent month of platform development.

You can subscribe to my newsletter at the end of this post.

Online Income Report

This month’s earnings reflect the slower pace of November.


During November 2015 I earned $3,487 USD solely online ($247,443 total), down $6,535 from last month. My average income over the past 12 months is $5,073 so this was a below average month.


After introducing my new book Learn To Make Games in October, this month’s total book orders were predictably higher than usual. Notably, the revenue from pre-orders of this new book has already matched the revenue from pre-orders of my first book Making Money With HTML5 which went on to become highly successful. This initial interest suggests a promising future for my new book.

Sales of my Mobility Engine remain inexplicably high. I really don’t promote this product at all, but it continues to sell itself. I can only attribute the continued sales to word-of-mouth referrals from satisfied customers. I will maintain and update the engine for the foreseeable future due to this organic demand.

Finally, I sold an average number of HTML5 games this month. HTML5 sponsorships have been my number one source of income for over 3 years now, and it looks like this will remain the case for many years to come. HTML5 games are not only a great source of income, but I truly enjoy producing these small consumable experiences that reach millions of people across the world. It’s less stressful than working on projects that take years to finish, but just as rewarding.


What’s Next?

I’m planning to host a big cash giveaway in the week leading up to Christmas. This will be the third annual Christmas event where I give back to my loyal fans and followers (who I greatly appreciate!)

I have flexible plans for the rest of December. I could take more time off, work on my games, or write my new book. I don’t want to stress out too much at this time of the year. I’m saving that for 2016.

Thanks for reading!


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  • Ben says:

    Hi Matt,

    Congrats on another successful month, and year.
    Obviously, your success is down to the quality of the games you produce (as well as a lot of hard work!)
    Do you find that the sheer number of games you now have published is significant in terms of how much you are able to generate in income from sponsorships?



    • Matthew says:

      Hi Ben – good question. It is definitely a factor. Having more games means that publishers have a better selection to choose from, however there is a huge amount of extra work required to maintain 40+ games. For example, if a new update to iOS breaks something important (which is a frequent occurrence) I have to fix and replace every single game in my portfolio. This is why I place an emphasis on consistency when developing/publishing new games – being able to frequently make changes to all of the games with ease is vital.

  • Francisco says:

    You really deserved a break from last month! Still $3,487 is awesome! Keep it up!

    Thank you for sharing.


  • Ali says:

    what service do you use to track your game plays/views ?

    • Matthew says:

      I coded my own system for tracking that. It’s pretty simple (just some PHP and a database).

  • Fabio says:

    What about the framework you used for Dragon Depths? Is always GameMaker Studio?

  • Great article, as always! Thanks for sharing!

    I have always wondered how your major income block “HTML5 games” might look like in detail.
    How many of your games do you license in each specific month?
    Which of your games get licensed the most?
    Is the size of the game somehow related to the amount of licensing fee you get for it?
    How high is the licensing fee for the titles?

    I assume that some of this info is confidential, but It would be awesome if you could make this as transparent as the rest of your information wherever possible.

    Cheers and keep up the great work,

    • Matthew says:

      Hi Jorg – that’s a lot of questions! Most of them are answered in my book Making Money With HTML5.

      Some information, such as which games get licensed the most, is kept private to prevent copycat developers from cloning the most popular games (which, for the record, is an awful business model). As for the number of games licensed per month, it greatly varies as does the individual price per game.