Online Income Report #048 – April 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 April 2016.

What I Did In April

April was a challenging, exhausting, and very profitable month.

Fully Booked

icon-dragondepthsI spent most of the month producing a series of games for a client that rehired me. Their business contributed to my $20,834 profit in January and they were clearly thrilled with the results.

Once again, I’m contractually limited in what I can discuss, but it was undoubtedly an important project that I’m grateful to have worked on. I gained invaluable management experience and was offered insight into the upper echelons of the business world.

This should be the last major client project that I work on for a few months, so now I need to start catching up on all of the work that was overlooked during my chaotic start to 2016. This includes working on my new book Learn To Make Games and finishing my new game Dragon Depths.

Seeking Game Testers

Dragon Depths is a fantasy role-playing game designed with HTML5 technology. I have been working on the game since late 2015, albeit very intermittently, and it’s my most important HTML5 project by far. My intention is to share an early version of the game with beta testers who can provide feedback on the gameplay and help me refine the feature set prior to release.

I have launched a dedicated game testing group for Dragon Depths. Participants will have the opportunity to test all of my latest games before they go public, and will receive free download keys for any commercial games I release. Please check my social media accounts for details.

Other Stuff

I worked 155 productive hours in April and took 7/30 days off (tracked using RescueTime).

I’m currently playing Hitman, watching The Island, and Gattaca was the best movie I saw this month.


Platform Overview

Here’s a quick look at how my online platform performed during April 2016.platform-overview


The games I publish were played 1,349,386 times (36,008,142 total).

There was a big spike in traffic to my HTML5 games this month, which was the direct result of new clients launching games that they purchased from me. This will slowly taper off but I should be consistently serving 1,000,000+ players every single month now.


My websites were viewed 27,765 times (5,751,571 total) by 11,533 unique visitors.

Website traffic was slightly down from last month. Some of my games include banners which link back to my site, and I removed a few of them this month to reduce the number of accidental clicks in fast-paced games.


I have a total of 43,224 subscribers across various platforms, up 1,031 from last month.

Twitter – 32,880 (+912) ¹ ² ³
Facebook – 7,894 (+74) ¹ ²
Newsletters – 2,450 (-54)

Twitter growth is slightly down and Facebook growth almost doubled, which was unexpected. I also completed my transition to Mailchimp in April and took the opportunity to remove a few more inactive newsletter subscribers.

Online Income Report

April’s earnings continued to build upon the incredible profits I have enjoyed so far in 2016. I feel absolutely no pressure to make money right now, which is a great state of mind to be in so early in the year. Of course, I still plan to!


During April 2016 I earned $9,130 USD solely online ($288,798 total), up $1,942 from last month. My average income over the past 12 months is $6,329 so this was a significantly above average month.


There are plenty of critics of HTML5, and so many Flash game developers jumped ship to the app stores without giving HTML5 a chance, but month after month – for over 4 years – I have proved that this is a viable market with plenty of money to be made. HTML5 games are in demand, they’re fun and challenging to make, and the cross-platform functionality remains unparalleled in a world of ever-growing fragmentation.

It’s difficult to overstate the importance and value of HTML5 games in the current digital ecosystem. If you’re interested in exploring this market my book Making Money With HTML5 provides a comprehensive starting point for beginners and professionals alike. For existing buyers, a small update to the book will be available shortly, which will add new publishers and content.

This was a fantastic month overall and I’m so thankful that I get do this for a living.

icon-dragondepths-2What’s Next?

I have a fairly relaxed month ahead of me. I’ll be working on my books and my games, and I have to start my taxes sometime soon. I’m also expecting the release of Overwatch to consume a decent chunk of my time, but hopefully not too much…wishful thinking?

Thanks for reading!


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  • Adithya says:

    Hello Mathew .
    Not sure if this is a right question to ask , i have a html5 game concept in mind .. if you could suggest me where can i publish it and any tips for monetization. waiting for your response.

  • Dragos says:

    I really enjoyed reading your income report. I`m an Android Developer and I plan on launching a paid quiz app soon . Do you have any tips?

    Thank you

    • Matthew says:

      Not really – I don’t sell games on Google Play. Generally speaking, I would say don’t become over-reliant on advertising as a form of monetization.

  • Liam says:

    Thanks for the insight once again. Your transparency is refreshing and inspiring, I hope to follow a similar path one day. Especially for an Aussie.

    And on the topic of Overwatch, your productive hours are going to take a solid beating for the month of may

    • Liam says:

      Also, looking forward to your book on making HTML games, eyes are peeled for any updates during the month

  • Francesca says:

    This is amazing! You are doing so well, very inspiring.

  • Reji says:

    Hi Matthew

    I landed up here from one the tweets from Mathew Woodward and I am extremely impressed with your contents in the blog. Looking forward to read more posts from you soon.

    Best regards
    Reji Stephenson

  • senjamnr says:

    Hi mattew! great post as always .

    so i worked at a company that selling mini html5 game into single portal which is my parent company,
    but i am willing to start independently soon, my question is ? is it too late to join the party ?
    cause i know my company still profit because of my parents company, not selling by stepping into one by one portal

    thanks matt

    • Matthew says:

      It’s definitely not too late to join the market! It’s still early days – HTML5 games have a long way to go.

  • Vladimir says:

    Hi, Mattew. How long to wait for a response from the sponsor? As stated in your book that about a month. So all this time the sponsor will be silent and you need to wait patiently? Someone answered me immediately and asked how much the price for a site-lock and then also fell silent. Do I need to expect them to answer? Or if they are asking the price or any information begin to be silent, then hope no longer exists?

    • Matthew says:

      Hi Vladimir – the book actually says that if you don’t receive a reply within a week you should send a follow up. If you don’t receive a reply within a month the publisher is obviously not interested. If they stop talking to you then they either got a bad impression or they are no longer interested in buying from you.

  • Menasheh says:

    Having programmed a version of battleships myself, I quickly played yours once and found a problem you should probably fix before submitting to the app store: If you put your ships next to eachother and the AI finds one of your other ships and sinks it while looking for the second spot of the first ship, it doesn’t remember that it hit two ships. Since this sort of thing would be apparent from the player side of the UI, the AI should take advantage of this too, and sink all ships touched in the process.

    • Matthew says:

      We actually made the conscious decision to create flaws in the AI, so that the player doesn’t feel like they are fighting the perfect opponent in every game. Battleships also includes various AI types, or personalities you could say, which play in different ways. I agree that perhaps this specific behaviour could be tweaked but it also contributes to the intended design. The AI will eventually go back to finish off the second ship, by the way, and it will prioritize it if it’s the last ship that needs sinking.

      • Menasheh says:

        Interesting. I would think one way to resolve this would be to add options for Easy, Medium, and Hard AIs. Are you trying to keep it single-path of play on purpose?

        • Matthew says:

          We tried to keep it as streamlined and accessible as possible – which means cutting down on barriers and limiting the feature set. That’s also why we don’t allow ship rotation on the placement menu (it’s automatic). This strays from conventional game design but for my audience it’s the right approach.

  • Elie says:

    Highly motivating post. Great stuff Matt.

    I’m not sure if you have mentioned this before but do you also handle the art and visual aspect of your games ?


    • Matthew says:

      Thanks! My role in producing the art varies per game, but I don’t identify as an artist. My primary skills are programming and design.

  • AliNj says:

    In your opinion who is the best publisher who worked with u?

    • Matthew says:

      There are quite a few that have been very good to work with. I wouldn’t say that any specific publisher was better than all the others, though.

  • Alan says:

    Hi Matthew! I see you are doing fine, as usually :-)
    Can you, please, recomend any place to blog about developing of my edu HTML5 games ?
    Kind regards,

  • mrdarmac says:

    Awesome, motivating as always.