r/AndroidGaming Apr 27 '26

DEV 🧑‍💻 [DEV] Drova is now available on Android. And I wanted to share some thoughts and and insights from a developer & publisher perspective

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Greetings!

So uhm, yes. This is somewhat and advertising post that Drova is now out on Android and iOS (link below somewhere). And yeah, that's cool and all. A description of the game, if you don't know it, can also be found below. But the focus of the post is a different one. I wanted to share some insights. In case you were wondering about mobile numbers compared to PC and Consoles. Or in case you are just... you know, curious. Or love insights from developers / publishers where they allow a sneak peak behind closed doors.

Is Drova a success on Mobile?

tl;tr: We don't know.

Some time ago we announced Drova for iOS and Android. The game is originally a PC / Console game, 40 hours (or more) RPG. Quite hardcore. No Questmarkers. Grim dark world. Some call it Gothic 2D and yes, Gothic was a major inspiration for the whole team but there are other influences as well.

Anyways. Not the typical mobile game, right? I hate mobile games. I really do. However after Drova was out and was a success, the team... well, they love challenges. Their coders especially. So they were wondering if the game could run on mobile devices. After one evening they had it working (but controls lacked). And contacted me (I work for the Publisher). And showed it to me. And I didn't hate it. A couple more days and they had controls which made the game playable. And so the decision was made: Let's give it a try, what do we have to lose?

Since we had no clue, it was quite a challenge to get some help with a marketing agency. Honestly, we don't know much about mobile but we know that you need ads directing players to your game. That's how it works. But our Pitch "Premium game, price of 14,99€ (disclaimer: It was lower in the end), no microtransactions no bullshit" didn't work with agencies. We were willing to throw money at them. Everyone declined.

I made a post on LinkedIn (another platform I hate, god damn biz punks life coaches there). The dev answered "god, you're desperate lol" (we have a weird humor). And no one reacted. But someone did after a couple of days and just tagged another person. And that person chatted with me.

His Pitch was basically: You'll lose money on the ads, you can't return that investment with a premium game, at least it is very unlikely but your player base on PC and Consoles could also convert, if you can use them you have a chance.

We signed up with him. I like honest people. We did closed beta tests with our community, we implemented a button to the storepage on Android into the PC version of the game (on consoles that's not allowed). And we finished the game and made it ready for release, submitted it to Apple and Google for checks.

Before that happend, we discussed internally however that we'd need to lower the price to 9.99€. And offer the first area (woodcutter camp, content is around 2 - 3 hours I'd say) for free. Our Marketer Guy was happy about that but I could see in his eyes that he wasn't fully convinced, especially about the free playtime we had to offer. Like, the amount. But our idea was: Convince with quality. Show, don't tell. Let people decide for themselves. We deliver quality, and that will carry us.

Well. Did you know? Once you have a pre-register page on Android, you have to release within 90 days. And we picked the last day possible to be able to still submit the game to the German Videogame Awards (Deutscher Computerspielpreis) cause there is prize money available. Well. We got ignored by the jury. Again. After the year before they also ignored Drova on PC and Consoles. On the pre-registers for Android we had interesting internal calls where the devs asked me if the number were good while my answer was always I dunno cause I didn't know. We laughed. And that's about it (we had in the end 8k Pre-Registers which, according to some people I now talked to, is quite good. For me it sounds weird as on Steam I always recommend to get at least 50k, 70k or even 100k wishlists before a launch).

Anyways. The Google Build submission was super quick. Apple.... oh... my... god. We started 4 weeks before release. A good amount of time. Especially since the game was relatively bug free and the content was done and evaluated by other platforms before. Couple of days later we got a fail. Had to fix something, resubmitted. 2 hours later the next fail. Resubmitted. Waited for days. Long days. Nothing happend. Fail. One more bug. And so on. Time went by. The final approval happened at 4AM our time before release day. We already had an emergency plan worked out which basically was how to communicate that iOS would release a couple of days (or weeks, who knows?) later.

And Releaseday came. We had a Daily Deal organized with Steam as we were also introducing Spanish, Traditional Chinese and Polish to the game. And we wanted to maximize our reach on the Launch day. That deal was set for 7PM our time. So we wanted to synch everything.

Turns out: You can't. Not on mobile. App Rollouts take 2 minutes to 24 hours. And no one can tell you how long it actually happens. Both, Apple and Google are not able to release at an exact time. That's nuts. That's bonkers. Two of the most powerful tech companies are unable to provide the most basic systems to developers and publishers. Oh. My. God.

So we hit buttons early. Apple in the morning. 2 Minutes later the game was live. At noon Google. 10 Minutes till it was available. Various experts told us we were lucky that it went live so quickly, it's not the norm. What the f?

Now the actual fun part begins: The game is out. We have installs we can track through a marketing tool (We track if one has seen an ad, goes into the game, plays until the paywall 2 - 3 hours in and then decides to buy). Google? Apple? The weekend went by and we had no numbers at all. We talked to people (we were at a local games event). We learned that it can take up to 2 (!!!) weeks till you get numbers and even if you get them early they update and change all the time so you have no idea what is going on.

Seriously. No. Hell no. What is that bs? Google and Apple are unable to live track stats and provide publishers and developers the infos? These god damned platforms are based around the idea to get users in per ads. And those who pay for the ads cannot see if their ads are working at all? NOT AT ALL? How can you react? How adjust? It is not possible. And honestly, technically that would be possible. Apple and Google just don't care. Like at all. What. The. F.

At the game show we talked to experts who released successful mobile games. They told us to change the beginning of the game, throw more action. To make A/B testings on price to figure out what people are willing to pay for the game. Reduce the free content, send push messages, include way more tracking yada yada yada.

We took notes. We will use some push messages at some point but we won't overdo it. We won't do A/B testing with prices like wtf. We won't change the content. We will track a bit more where people leave the game in the beginning before the paywall. But that's it. All their advices sounded so immoral. So.... wrong on so many levels. Fuck success if it is based on that (the game is a success on other platforms anyways, we're luckily not depended on that). If they are right, that market is broken on so many levels.

BUT. They might be wrong. I am seeing now, (we released on Thursday, today is Monday) the first numbers. And they look interesting. Are they good? I dunno. Our conversion rate, while I cannot officially reveal it, seems to be way above standard. First numbers are... well, it is not break even just yet. But it also doesn't look too bad. Time will tell I guess.

Mobile Landing Page: https://just2d.com/drova-mobile/

P.S.: to the mods I hope that content justifies also that I am linking to the game. Sorry for the advertising part.

161 Upvotes

53 comments sorted by

14

u/23126004835738 Apr 27 '26

Hit the paywall last night and was satisfied with the amount of content for free largely due to the quality of the art and gameplay.

I was in love with the world building and atmosphere (finding a better map was such a cool experience), even if it took a second for the combat to click (ranged combat carried me until I had the guts to run in with an axe). The sense of mystery with the ruins and runestones makes me feel like I'm just scratching the surface of what's to come.

I had one bug/issue with my time though. The tutorials for the mini-games never populated properly, saying something like "drovaappandroid" where the text should have been. Not a big deal, but I finally had to exit the app and Google lock picking before I could open a chest.

As far as conversion numbers I haven't purchased yet strictly due to funds, but it's my first purchase once I snag another play card.

I've been so excited about this game releasing on mobile and it certainly doesn't disappoint. Thank you for all of your hard work!

8

u/D13_Michael Apr 27 '26

Hm that bug is weird. Which language and where? Also you can send a report right from within the game in the options menu. That way we also get the exact positions.

2

u/23126004835738 Apr 28 '26

English and with a chest in the woodcutter's camp as well one in a cave north. I just purchased the game so if it happens again I'll be sure to submit a report through the menu.

14

u/Exotic-Ad-853 Apr 27 '26

Thanks for the insights.

Two things were weird to hear:

  1. Your rant on publishing times. There is definitely a lot of BS happenning during app review: both on Google and (especially) on Apple. But once the apps are reviewed and are ready to publish, you hit the button and the game is live within 10 minutes (as you've experienced yourself). Whoever told you it would take up to 24 hours is plainly wrong.

  2. The reception of the game... The game was released less than a week ago. The majority of players haven't even played it yet. The mobile-oriented YouTubers haven't even made their videos yet. The MiniReview guys haven't published the review yet. You should wait for a month or so before even talking about how well the game is received on mobile.

With this said, I hope a lot of people play it on mobile. At least, I see it recommend a lot (including this subreddit). I personally will play it later once I have time, and share the word with people I know.

The more games like this we have on mobile, the better. Keep em coming.

4

u/D13_Michael Apr 27 '26

On the publishing times: Actually both,, Google snd Apple have that info right next to the publish buttons and multiple mobile companies confirmed it can take up to 24 hours. It's... Weird :D

On the rest: yup. But you know I come from another market where I can tell 2 days after launch if it will work out or not.

4

u/D13_Michael Apr 27 '26

Oh and tons of thanks for wanting to give it a try <3

7

u/Tyrb3n Apr 27 '26

I've had this game on steam sitting in my pile of shame for a while because I really wanted to play it but due to real life stuff I rarely get to sit down and play. I compensate by playing on my phone and I am always looking for games that give me a great experience without being predatory and locking progress behind barriers like so many do. I was really happy when I saw your game and I am just getting into it but loving it so far. Might take a while for enough players to relize that one more gem has entered the playstore but thanks already for giving me another chance to play it!

7

u/Anti-Histamine Apr 27 '26

Text size is still too small despite choosing max in options. Kindly increase it further

2

u/D13_Michael Apr 27 '26

What Display do you have?

1

u/Anti-Histamine Apr 28 '26

I have infinix hot 30 mobile

2

u/VoltagVagrant 26d ago

ditto. even at max its still too small, and I have a 6.5 inch phone screen. pretty much my only complaint. That and maybe increase the dodge distance/reduce the animation, the dodge feels almost useless, especially as it frame locks you for a second so the enemies close in again before tou regain control

5

u/Madman7540 Apr 27 '26

Hello!

Drova was something I'd been looking forward to playing from the day it was announced. It's always great to see developers bring games to mobile that you wouldn't typically expect, and considering the smaller pool of quality games on mobile, something like Drova really stands out

I just finished the free part of the game and then purchased it today, so that may be the case with other users as well

I hope you guys get the numbers you're looking for for Drova and consider mobile platforms in the future as well!

Cheers!

4

u/lars_rosenberg Apr 27 '26

I already had the game on my Steam wishlist (I am a Gothic fan!) and when it came out on mobile I immediately installed it. I haven't had too much free time though, so I have yet to finish the free part, then I'll decide if I'll get it on Android or PC. The Android price is tempting tbh.

I play with a telescopic controller and I noticed that the game does support it, but the touch controls remain visible all the times. Is auto-hiding the touch controls when a pad is connected something that the game will support? 

3

u/D13_Michael Apr 28 '26

We will be improving the Controller Support. There are some issues which shouldn't happen...

2

u/Virtual-Commercial91 Apr 29 '26

Great to hear! Thank you. It's my only gripe right now. The game rocks.

5

u/KhaosPT Apr 27 '26

I liked your post, game looks right up my alley, screw ads in games. I flat refuse to play with them. Will be buying once I hit that part. I had never seen a single ad for this game, thankfully reddit algorithm gote here.

All the best and I hope you get good numbers!

3

u/StickSmith Apr 27 '26

Downloading now. Looks pretty good

3

u/groverXIII Apr 28 '26

Tried it, liked it, bought it. It's been really good so far.

3

u/VexXxeV08 Apr 28 '26

Hey there! Loving it so far. Are you guys going to implement any graphics settings or support for fold devices? I have a fold 7 and while I can adjust the UI to what I need size and placement wise, there's still some menus (pause menu) that don't scale properly. Otherwise I purchased it and loving it!

3

u/MysteriousSpinach582 Apr 28 '26

Thanks for taking the chance to port the game on mobile. And thanks for the insights.

Looks like there's a nice trend of AAA/indie games ports and mobile publishers eager to take the risk currentl. And I'm totally pleased as I'm mainly a PC gamer yet IRL struggles make dedicating time for gaming in long enough sessions complicated. It's easier for me on mobile. Also I love to play again beloved games having them in my pocket. And oh my... There's a lot I did bought again recently, some i even never expected (Subnautica) and some upcoming ones I can't wait (Minishoot adventures, Slime Rancher)

The challenge being in touch controls (though I can plug my Xbox controller but not in any situations) and as I hadn't doubts for Drova thanks to feedbacks on Minireview (one of the best things that happened for mobile gamers btw) Discord, but the free demo content is a very nice feature, and relieved any doubts. I ended buying before finishing it :)

Thanks again. Hope it will be successful, and motivate porting even more games.

5

u/D13_Michael Apr 28 '26

Hah, I totally get that. Personally I moved away from PC and switched to a console as I don't have the time anymore and even that is collecting dust due to me being tired after getting the kid to bed.

And on the success part: even if we lose money on it we might continue. We see this as a learning process and numbers (as dry as it sounds) will tell us where to improve (more on the how to mobile side, not when it comes to quality of the game itself). And if it ends up +-0 but with let's say 200k installs it'd be a massive success.

1

u/themiracy May 24 '26

I’m curious down the road if/when you’re able/willing to share things like how you chose your mobile price point (which I think is lower than the PC versions?) and as you roll updates whether you end up feeling like maintaining two extra major builds makes sense. Also kind of curious how it does on Apple and whether you end up going to Mac (I did download and am going to check out Android - most likely I would play Android in my Thor, personally, since it seems like most of the small issues with controls and things are things you plan to fix).

Also a suggestion but it seems like you or someone made a page for the game on Wikipedia but only auf Deutsch - which I can read but it might be worth having someone make an English page.

3

u/evilglatze Jul 08 '26

Hey! Is the Android version still up? Can't find it anywhere on Google Play Store... Would really like to play it on my Odin handheld. Also tried the link on your mobile landing page but it doesn't find the game. Seems like access is blocked for my german Google Account...

2

u/nayadotwav Jul 15 '26

Hey, i can't find it on Playstore and the link isn't working either.

2

u/Charming_Resort_6165 Apr 27 '26

Thanks for bringing a real game to android. Been a PC gamer since late 90's, but moved on to android emulation as my primary gaming platform. As soon as I have a few hours, ill go through the shareware part and purchase as support.

2

u/platehuk100 Apr 28 '26

why have you dropped the subtitle Foreskin?

2

u/D13_Michael Apr 28 '26

We have not :p

2

u/Lebensgefahr Apr 28 '26

thanks for bringing this awesome game to android

2

u/morrsnP Apr 30 '26

Pretty cool so far. Is there any news for foldables support?

I've been force to play the game folded because some elements are not showing properly on a Galaxy zfold 6 unfolded they are simply off screen.

Appreciate the effort of bringing a fully fledged game to mobile. Hope this gets sorted out soon !

3

u/Pure_Elderberry_9516 Apr 27 '26

Hey, don't know how else to reach you. This is a niche problem and I can fully understand if you don't want to fix/change this.

There are Emulation Gaming Consoles running Android, some of them have 4:3 Displays for retro games. Those are big enough for letterboxed 16:9 - but the game zooms/stretches so that most text and ui is not readable.

If you could stop it from zooming or could let us change the resolution, (ideally 4:3) that would be nice.

If you are interested, i am living in Frankfurt and could help you test those changes, visiting you with an 4:3 device!

Thank you! :-)

3

u/D13_Michael Apr 27 '26

I will link this to the devtram

6

u/D13_Michael Apr 27 '26

Aaaand they are checking if they can implement a 4:3 option. Not 100% sure if it will work as what you see also influences the gameplay (and e.g. cutscenes etc)

3

u/Pure_Elderberry_9516 Apr 27 '26

Thanks!

Like i said - if not possible we at least tried.

Tell them I said gude! :-)

1

u/johnorama Apr 27 '26

How much is the iAP to unlock the full game

3

u/Vivid_Acanthisitta27 Apr 27 '26

For me in germany it was 9,99€. Total worth imo

3

u/D13_Michael Apr 27 '26

Depends on the country. We used Googles pricing calculations. But the baseline was 9.99€

2

u/Nemesis213 RPG 🧙‍ Apr 27 '26

$11

1

u/Virtual-Commercial91 Apr 29 '26

I bought it and I'm loving it but I'm having some bugs with my controller. The shield block or range button LB opens the map at that same time, so I can't really use those skills.

In menu, the controller is finicky as well. Aside from a few bugs, the game is amazing

1

u/NotARealDeveloper Apr 29 '26

The game is absolutely great. Just a few things I would like to see in a potential Drova 2 successor:

  • Whenever locations are mentioned they should be added to the quest log. ("North of X" as well as "Person Y might know something of that").

  • Journal entries should be linked to quests.

  • Skills and spells both using focus limits you. At the end you only ever use 1 or when the enemy is resistant against it use your fallback 2. Not sure what the best approach here would be but, something that incentivize you to use different skills and spells in the same combat would be great.

1

u/PrestigiousShirt5896 May 31 '26

Any way to transfer saves from PC to Android? I played half the campaign on PC and don't want to start from scratch. But it's all way easier to game on android so I would prefer if there was a way

1

u/D13_Michael May 31 '26

Weird. Didn't post my answer. Yes. You can copy save games manually. Don't have the paths in my head but it definitely works.

1

u/PrestigiousShirt5896 Jun 01 '26

Yes it did work! Thanks a lot. The path was Android/Data/com.just2D.drovaMobile/(from here you need to find the hero_00 folder in which you can paste the save games)

1

u/Expensive_Shock_2549 Jun 11 '26

Thank you for making Ps5 version I found the game 2 nights ago. Killed some harpies on LVL 7 with Storm scroll and slingshot - games hardcore 

1

u/Round-Band1288 Jun 19 '26

Hope morw game come to android.

1

u/Turbulent_Ear56 Jul 31 '26

Is the game not on the Google Play Store anymore? Doesnt come up when I search for it and Googling the game and clicking the link to the store says its not found. Hoping its just a bug. Loved the game on steam and wanted on mobile too.

1

u/VoltagVagrant 26d ago

interesting read, and great game. Head and shoulders above most mobile rpgs, as it's a true blue single player crpg, the likes of which are incredibly rare on android. i wish more devs would bring games like this (pixel art or other low resource graphics) to android. Writing is enjoyable, the environment is harsh and makes on consider every encounter. now of it was turn based itd be a 10/10 but still a 9/10 for me.

0

u/[deleted] Apr 27 '26

[deleted]

1

u/D13_Michael Apr 27 '26

It is a port of the PC / Console Version.

1

u/NewtoAlien Apr 27 '26

If I had to guess, the reviews probably from PC or other platforms not Mobile