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But at just over 10k downloads in two months, our sales numbers are much under what we were hoping for - and what we need. Our analytics tell us that our players seem to enjoy themselves quite a bit too (long sessions, good progress, etc) , the reviews are so far unanimously very good. We actually think this game is just as good and groundbreaking as DragonBox Algebra (possibly more). So in spring 2014, our sales are declining, but we've got DragonBox Elements coming out, and it launched in July. The impact of these events, and the scientific proof they provide of the sheer learning efficiency of DragonBox Algebra, accounts for the higher level of sales between May 20, before sales and downloads start to go down. In these events we give interested schools one week of free access to a modified version of DragonBox Algebra, which we co-developed with the Center for Game Science at the University of Washington. Much more interestingly, we got decent press coverage for our Algebra Challenges, which are a mix of a MOOC and e-sports (we call them MILEs for Massive Interactive Learning Events). This kind of media interest is great, but PR and launches are all pretty standard matters, not that they're easy in any way, but we're not straying very far from the beaten path when doing this kind of marketing. Part of the other big increases came from articles in the likes of the USA Today, Forbes, Wired, and the New York Times. We got our biggest increase when we released DragonBox Algebra 12+ in May 2013, with the 5+ version benefiting from this surge as well. Here's a breakdown of how the 250k downloads evolved from May 2012 to August 2014. This volume of sale is barely enough to scrape by, as we're trying to produce one new game per year.
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This is more than we dared hope for our first game, but even this kind of interest from all over the world only translated to a little over 250k paid downloads (counting here both our DragonBox Algebra 5+ and DragonBox Algebra 12+ versions, on both Android and iOS).
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