With the game now monetizing across all versions, Smith plans to bring on additional help to expand and improve the game. I really didn’t make the game with any expectation of financial success), but now things seem a lot less like ‘maybe IAP will make the game successful’ and more like ‘oh shit, the game is successful’ lol.” “I’m a little out of my depth at this point (to be frank I’ve been pretty out of my depth since I released it. I’m a pretty risk averse person, so I don’t really like throwing money and resources at something speculatively, but now it’s at a point where there’s enough income to justify getting help and stuff, not just to cover expenses for the game itself,” Smith tells Road to VR. pretty much means that I have a solid base to work from.
“I think was probably sustainable just, but server costs were eating up most of the net profits there. To that end, Smith says the game is now pulling in “big boy money ” enough to grow the game beyond a one-person team. Recently that changed, which allowed Smith to add IAP to support the Quest version of the game. While the free-to-play game had offered in-app purchases (IAP) on Steam, the Quest version was stuck with no path for monetization because App Lab developers couldn’t add DLC or IAP to their games. Gorilla Tag has reached a new milestone of 1.5 million unique players across Steam and Quest, with a concurrent user record of 13,000, says developer Kerestell Smith.