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In-App Purchases piracy

Today I want to discuss one issue that we noticed after introducing Anodia 2.0 version — piracy of In-App Purchases.

For quite some time, we’ve been using Localytics to gather statistics that help us improving our games. One of them counts the number of coin purchases. To be honest, I never supposed that the number of pirated IAP might be so high — just check the graph for Coins Purchase event:

Coins Purchase event was reported almost 10000 times, that’s huge. But, you know what? In the same time we had 150 IAP sales, it means that in our case 98,5% Coins Purchases events are due to piracy. Not to mention that not all players are visible in Localytics (because we send the events only when a player is playing Anodia and is on a wifi).

We’re probably a little bit guilty here as we’re not doing any kind of receipt validation, but I’m personally shocked by the scale of this problem. It’s a little bit sad too, as that additional income from IAP would make a big difference in going indie full time. Unfortunately it’s still not possible.

If you’re interested in per-country details, here they are:

As you can see China is the biggest IAP consumer (even though it’s one of the few countries where Anodia has a 4.5 star rating instead of a 5). If you are curious how many of those real 150 IAP sales were made in China, here’s your answer: 1. The cheapest of course ;) .

We’ll probably introduce receipt validation sometime soon, but I believe that this should be a little bit more protected by the App Store itself.

I would also like to thank everyone who resisted the urge to pirate the IAP and supported us. Thank you, it really means a lot to us!

BTW, Anodia 2.1 is available and it runs in 60 fps on devices with Retina Display and on all iPads. It’s really nice and smooth, you should check it out.

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