Online Income Report #045 – January 2016

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 January 2016.

What I Did In January

This month was overwhelming and exhausting – but the reward matched my efforts.

iconNew Major Client

Historically, my most profitable months have been achieved by creating tailored HTML5 games for large companies. I don’t seek this type of work and I rarely accept it when it comes my way, but sometimes I make an exception. While I can’t go into specific detail, contractually, in January I collaborated with one of the most well-known brands in the world.

The logistics of the project were challenging to say the least. I worked with a team of six people to bring the client’s ideas to fruition within an extremely short timeframe, and for the first time, I played an almost exclusively managerial role in the project. Managing a diverse team for such a high-profile client was an invaluable experience.

The project was a success, and while it accounts for a large portion of this month’s revenue, January was full of surprises.

Unexpected Start

January is always one of my weakest months. In fact, I had fully accepted that the start of a new year would never be particularly profitable for me. But I was wrong.

This new year, the demand for HTML5 games was unprecedented. In addition to the project I discussed above, I was approached by multiple new clients looking to buy in bulk, and old clients looking to refresh their inventory. I don’t know what is driving this sudden demand but I sure hope that it continues throughout the rest of 2016.

Unfortunately, all of the work I took on this month left little time for my major project Dragon Depths. I did release a promotional teaser on Twitter though.

Other Stuff

I worked 186 productive hours in January and took 4/31 days off.

I’m currently playing addicted to EVE Online, watching Silicon Valley, and Inside Job was the best movie I saw this month.


Platform Overview

Here’s a quick look at how my online platform performed during January 2016.



The games I publish were played 1,051,549 times (32,711,939 total).

Traffic to my HTML5 games jumped back above the million mark this month. Many people are still on holiday during January so I’m not surprised to see increased engagement.


My websites were viewed 40,843 times (5,663,902 total) by 17,460 unique visitors.

Traffic to my websites was also up this month, partially due to a new article I wrote which discusses my approach to achieving personal goals in the new year.


I have a total of 41,444 subscribers across various platforms, up 2,225 from last month. My current Klout score of 55.19 places me in the top 10% of influential social media users.

Twitter – 29,006 (+1,992) ¹ ² ³
Facebook – 7,797 (+71) ¹ ²
Newsletters – 4,641 (+162)

Twitter growth was very strong, thanks to a series of well-received tweets that I posted in January. Facebook growth oddly spiked. Newsletter subscriber growth dropped from last month’s peak but still remains high.

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

Online Income Report

January was all-consuming but I couldn’t have asked for a better start to 2016.


During January 2016 I earned $20,834 USD solely online ($271,263 total), up $17,848 from last month. My average income over the past 12 months is $6,574 so this was a significantly above average month.

I recently discussed the influence of my soaring local exchange rate. Currently, the Australian dollar (AUD) is weakening against the US dollar which means I’m earning more AUD per USD than ever before. For some perspective on the impact that this is having on the numbers I report, let’s make a quick comparison.

This month’s income of $20,834 USD converts to roughly $29,484 AUD, whereas my previous all-time highest earnings from September 2014 saw $25,987 USD (+$5,153) convert to $29,713 AUD (+$229). So this month is almost identical to my all-time record in terms of local purchasing power.

Unfortunately, my income reports don’t demonstrate this disparity well, but it’s worth noting.


Well, I think I have to begin this summary by saying: wow! I may have seen more than my fair share of five-digit months in the past, but a profit like this still has a massive impact on me. This truly sets the pace for what will hopefully be a fantastic year.

One of my goals for 2016 is to start working and traveling at the same time. My online business is built around the idea that I can travel anywhere in the world and still make a living, but I haven’t taken full advantage of this fact yet. Now, I will have the financial freedom to trial the digital nomad lifestyle and see if it’s something that I want to pursue long-term.

Looking beyond my HTML5 earnings, which dominate the report in typical fashion, sales of my books were notably high in January (almost double a “normal” month). Making Money With HTML5 sold particularly well this month.

icon2What’s Next?

I always like to take a break after challenging months like this. I have already booked two holidays for February, and I’m going to continue indulging my EVE Online addiction. I’m also getting increasingly conscious of how long it’s taking to release my new book Learn To Make Games which has been just as delayed as Dragon Depths, so I will definitely aim to do some writing when I’m not blasting space pirates to dust.

Thanks for reading!


Previous income report »

  • Gle says:

    That is a lot of money :) Congratulations.

    HTML5 gaming has a lot of potential, because it doesn’t need to install an app to start playing.

    In the future, with new and better hardware, we can start seeing 3D games directly in the browser in mobile phones.

  • Kovax says:

    Do you sell permanent licenses for your games or do they eventually expire?

  • Sem says:

    How do you generate money on your games? Is it mostly ad revenue? Or do you also have games with in-app purchases?

    • Matthew says:

      I license my games to companies across the globe. This is discussed in more detail within my book Making Money With HTML5. I don’t generate significant ad revenue, and I don’t use in-app purchases.

      I’m in the fortunate position where I charge companies rather than players, and the players often get to enjoy the games for free in the end (often even ad-free).

  • Horizonicblue says:

    This is a great start for the year. Hope this year brings lot more opportunities for the HTML5 games. Congrats and good luck! :)

    • Matthew says:

      Thanks – this is looking like a great year for HTML5 already.

  • Javier says:

    Congrats on your big success!
    May I ask you something? what do you think about javascript performance on android devices? I have been developing really simple games and I can not make them run smoothly on android devices :(

    Do you get some (significant) income from android? or its everything coming from iOS / Web?

    • Matthew says:

      Android is not an ideal platform to make games for, in my opinion, whether you’re producing native or web-based applications. But you shouldn’t have performance issues if you’re making native apps (especially not for simple games).

      My web-based HTML5 apps run on iOS/Android and many other platforms but they are not native apps.

  • al3abmizo says:

    Congratulations, this is a great achievement I think :)