Online Income Report #056 – December 2016

Online Income Report #056 – December 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 December 2016.

What I Did In 2016

December was a slow month, so instead of my usual summary, I want to take this opportunity to look back at the year in review.

Exclusive Contracts

One standout detail from 2016 is that I accepted more exclusive contract work than usual. I produced a dozen high-quality games for high-profile clients, and this greatly contributed to my bottom line. These exclusive projects were time-consuming and challenging to work on, but I learned so much because of them. It’s a shame that I can’t share any of these projects, contractually, because they were among the most ambitious games I’ve produced in recent memory.

I don’t actively seek contract work, and I’m extremely selective about work that’s offered to me. I have plenty of my own projects to work on, after all. But this year the stars aligned in all the right ways and I simply couldn’t say no!

Team-Orientated Workflow

I landed my first exclusive contract of the year in January, and it was a real shock at the time. It was a huge project with the shortest deadline imaginable. I couldn’t do all of the work myself at such short notice, so I had to quickly form a team and hope they were up for the challenge. Luckily, I hired the right people and settled into a management role shortly thereafter.

icon-tdThe project was a great success, but I found myself being more productive than ever as the team leader, so we maintained this structure throughout the remainder of the year. My team went on to create a series of fantastic games including Battleships, Jungle Slider, and Santa’s Helpers, and many others.

Managing people has been a serious learning process, and I spent much of 2016 striving to improve my management skills. Aside from management, I was also responsible for game design, testing, providing feedback, and of course sales/marketing which remains my biggest strength. It might be a surprise to hear that I didn’t code a single full game by myself in 2016 (although I still did plenty of coding).

This new team-orientated workflow allowed me to increase production and output while refining my overall business. I plan to maintain this structure into the future.

Delayed Projects

My biggest regret of 2016 was that I didn’t manage to publish my upcoming book Learn To Make Games. I announced the book in late 2015 because business had been slow and I had a lot of free time, so it made sense to begin a new project. However, the year quickly turned into something chaotic (starting with that exclusive contract work in January), and from there I always had a higher priority task vying for my attention.

Towards the end of the year, I began working with a co-author to speed up production, and now the project is progressing at a better rate. I have realized that I can no longer do everything myself, as much as I would like to. My business is growing in scope, and if I want that to continue, I need to learn to give up control and get other talented people involved in this process.

I learned so much this year, certainly more than I expected to. I hope this trend continues into the new year and beyond. But for now, let’s get back to December’s income report – and don’t miss my plans for 2017 at the end!

Other Stuff

I worked 95 productive hours in December and took 16/31 days off (tracked using RescueTime).

I’m currently playing Elder Scrolls Online, watching Goliath, and Equals was the best movie I saw this month.

elder-scrolls-online

Platform Overview

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

Games

The games I publish were played 1,283,384 times (43,515,072 total). platform-overview

As I expected, traffic to my HTML5 games jumped significantly in December. This has been a fairly consistent trend during the holiday season. Unfortunately, in my case, more plays doesn’t necessarily equate to more revenue. I sell my games to companies rather than players and during December/January, many of my clients are actually harder to reach.

In total, the games I publish were played 11,854,682 times in 2016.

Websites

My websites were viewed 22,893 times (6,020,708 total) by 6,914 unique visitors.

Total web traffic is significantly down compared to last year, but for two clear reasons. I shut down and later sold my popular website GameMaker Blog, and I purposely restricted low-quality traffic that was filtering back from my games to this blog. Since I’m no longer including traffic from these sources, I can better present the genuine number of engaged visitors that this site attracts and work to improve that figure.

In total, my websites were viewed 397,649 times in 2016.

Subscribers

I have a total of 26,183 subscribers across various platforms, up 592 from last month.

Twitter – 19,846 (+445)
Facebook – 1,929 (+11)
Newsletter – 4,408 (+136)

Social media growth was outstanding this year. I particularly focused on improving my newsletters in 2016, and I definitely achieved that. I also refined my content on Twitter and diverted attention away from Facebook to account for its ongoing decline in organic traffic. The figure below has been accurately adjusted to account for the sale of GameMaker Blog and it’s associated social media assets.

In total, I gained 9,538 subscribers in 2016.

Online Income Report

My earnings were unusually high in December considering that I didn’t work for most of the month.

online-income-graph-december-2016

During December 2016 I earned $5,165 USD solely online ($379,670 total), down $5,262 from last month. My average income over the past 12 months is $10,767 so this was a significantly below average month.

In total, I earned $129,241 USD online in 2016.

The Plan For 2017

It looks like 2017 is going to be a huge year for HTML5, and I plan to continue capitalizing on this incredible technology. Flash is officially being dropped from Chrome and Firefox, touch payments will become prominent with the launch of Apple Pay and Google Pay on the mobile web, and Facebook is launching Instant Games in a renewed show of faith in HTML5.

I have a dozen HTML5 games in development, and I will be launching new projects too. This has been my most profitable year ever, however, I’m expecting to shift gears in 2017. I’ll be investing much of my time into developing Kingfall, which is my new major project, and other HTML5 multiplayer games. These projects will be fueled by a combination of fundraising efforts (I raised $30,000 in August 2016) and my personal savings.

icon-coffee2While an MMORPG is an ambitious project for any individual or small team to undertake, it also has incredible potential. I know that I can attract millions of online players with little effort, and that’s a huge advantage that I wouldn’t have in other markets. I won’t need to spend a dollar on user acquisition, so I can instead focus on making Kingfall into an incredible game and monetizing it effectively.

If this project fails, I’ll be left in a very precarious situation. If it succeeds, the possibilities are endless and potentially life-changing.

I have been working up to a project like Kingfall for almost five years. By selling small games with the dream of funding a large-scale project like this, I now have the opportunity to make it a reality. I won’t be releasing quite as many games in 2017, but I’m confident that my existing portfolio can keep me afloat while I explore new territory.

I will also be launching my book Learn To Make Games as well as a major update to the Mobility Engine, and I’ll continue expanding my Game Testing group in an effort to gather more feedback from players. Finally, I plan to begin porting my newest HTML5 games to the native iOS/Android marketplaces, which is long-overdue.

I have a critical and defining year ahead; my workload is going to be intense. I hope you’ll join me for the journey, and I truly appreciate your ongoing support and readership. Wish me luck :)

Thanks for reading!

Matthew

Making Money With HTML5 »

Comments(27)

  1. Dmitry

    Reply

    Great and inspiring report as always, Matt :)

  2. Hyun

    Reply

    Great read.. So whats the rough estimate on the book release??

    • I’m avoiding any ETA beyond “2017” so that I don’t create unnecessary stress for myself. I usually find self-imposed deadlines quite helpful, but not when writing.

  3. Dionelou

    Reply

    It’s Nice :D

  4. Susurrus

    Reply

    So inspiring Matthew ! Thank you so much for sharing your story.

  5. Glenn

    Reply

    Great report, well done for a fantastic year!

    I’m looking forward to learning about your approach to get downloads of your native apps when you start releasing them.

    • Thanks Glenn. It will definitely be a learning experience, although I plan to take a casual approach to the market. I’ll be publishing for fun, not profit. I just want to see how much organic traction I can generate.

  6. Adam

    Reply

    Enjoyed reading your income reports for the second year now. Sounds like 2017 is going to be the most exciting yet. Keep it up!

  7. Mat

    Reply

    Keep up the great work and good luck with the MMORPG

  8. Opposing Forces

    Reply

    Hey TV, any chance of you doing game dev blogs where you talk about your process of developing a new game, doing new takes on classics, etc? i realize you have a heavy work load. so if not that’s cool.

    • I have a huge list of ideas for articles, but never enough time/energy to write them. The closest I’ll get to discussing those topics anytime soon is if they make their way into a chapter of Learn To Make Games, which is possible.

  9. lukaszkups

    Reply

    Awesome, like always!
    I’m a little curious about Your previous project (can’t remember the name) – I remember that You were posting couple of screenshots with that game (a pixel-art guy, first almost naked then with clothes), there was a separate screenshot with added lights etc.

    • The project was called Aeon Chapters. Unfortunately, it never really got off the ground. I was working on the game solo and totally underestimated my ability to balance it with my business. At least with Kingfall, I can delegate work when necessary, and try to balance my workload more effectively.

  10. James

    Reply

    Good luck with Kingfall Matthew, sounds like it has every chance at being a success.

    • Thanks James. I’m investing an incredible amount of money/time/energy into this project, so I really hope it works out. I’m mostly concerned about the serious technical challenges that we need to solve. I’m confident in my team, though.

  11. Adrian

    Reply

    Thanks for sharing, awesome read!

  12. Manuel

    Reply

    Congrats and good luck with Kingfall.

  13. terri

    Reply

    great work, enjoyed reading it

  14. Meil

    Reply

    Wow, your earning great

  15. Rahul

    Reply

    I love your income reports.

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