Tapulous investor letter - leaked
$1 mln raised, breakeven achieved, and lessons learned
Tapulous, the popular maker of iPhone apps, such as Tap Tap Revenge, sent out an update to investors this week. The letter, which revealed a lot of optimism about the new year, was leaked to TechCrunch.
In the letter, Tapulous co-founders Bart Decrem and Andrew Lacy outline the startups achievements, including a $1 million financing round in December. (Embedded is Decrem's video pitch)
The founders also claim that Tapulous is the No. 1 most popular game for iPhone and iPod and the No. 3 most popular app overall. On metrics and revenue, Tapulous has 5 million unique installs on Tap Tap Revenge, with 100,000 paying customers. Importantly, December was a break-even month, a goal Decrem told me he was on track to achieve. As he said to me in an interview back in August, "By the end of the year, we'll be self-sufficient."
As for the team's biggest lessons learned? "One of the most exciting things about being one of the first on a disruptive new platform is that a new set of rules is being written, and the iPhone and iPod touch have offered no shortage of surprising lessons!" said the founders in the letter.
A big lesson is on what apps make money. "Yes, the iPhone is great for social networking and location-based services. Facebook is the #1 app on the App Store. And you can build a nice business in any number of application categories. But if you want to get really big audiences, and tap into all those users with iPod touches, GAMES it’s where it’s at!"
Here's the full email letter:
Dear Tapulous investor,
It’s been just about a year since we created our crazy little company, six months since the launch of the App Store, and we’re kicking off a new year, so what better time to check in with all of you and provide our thoughts on the year that just passed, and 2009?
Highlights
One of our goals when we started the company was to be an early leader
on a disruptive new platform. The platform has proven to be disruptive,
and we are one of the leaders, arguably the leader, on the App Store:
#1 most popular game for iPhone & iPod touch for 2008
#3 most popular app overall for the US (since #2, the amazing Pandora
app, is only available in the US, we have a strong feeling that Tap Tap
Revenge is the #2 most popular app on the App Store worldwide, after
only Facebook)
5 million unique installs on Tap Tap Revenge! (that doesn’t double-count when a user upgrades TTR)
100,000 paying customers
On December 31, we closed another financing, with most of our leading
investors joining to invest another $1 million+ in the company. Not
bad, in the midst of a huge economic downturn!
Tremendous buzz, including press coverage last month alone in the New
York Times, BBC, Fortune, Techcrunch, Billboard, AFP, Reuters
A break-even month in December! Both advertising in Tap Tap Revenge and
app sales contributed majorly, together with strong holiday sales of
iPhone/iPod and iTunes gift cards
Biggest Learnings
One of the most exciting things about being one of the first on a
disruptive new platform is that a new set of rules is being written,
and the iPhone and iPod touch have offered no shortage of surprizing
lessons!
1. It’s disruptive alright
100 million app downloads in 90 days. Holy cow. In late December, on
one crazy day, we added 200,000 (!) new users to Tap Tap Revenge. When
we started the company, our fundamental bet was that the iPhone was
going to be different, and truly ring in the mobile decade. The first
decade was about the PC revolution, the second decade was about the
network, and the third decade, we believed, would be about mobile
computing. It’s happening alright. The iPhone, with the new price
points, is a huge hit, and the App Store has been a success beyond
anyone’s dreams. When we started the company, people asked us why we
didn’t focus on SMS and WAP, and some rolled their eyes when we told
them our goal was to get to 1 million users in 18 months. Six months
after launch, we’re at 5 million users. This technology is disruptive,
and that means big new companies will be created.
2. Not just the iPhone –two hit platforms
Flying back to Southern California on Sunday after a vacation in
Mexico, I looked around me on the plane and counted 6 (six!) iPhones
and iPod touches in use just in the 12 seats right around me. Ever
since the 3G iPhones launched, it’s started feeling like a few years
back, when all of a sudden iPods were popping up everwhere. But it’s
not just the iPhone that’s on fire, the iPod touch is just as important
to our company. There were an awful lot of iPod touches in those
stockings: we’ve heard rumors that some ad networks were seeing a
million new iPod touches get activated right around Christmas day. The
majority of our users are now using an iPod touch. Leave Silicon Valley
(or just hang out with your younger cousins), and you’ll find a world
of teenagers and consumers who weren’t ready to take the plunge on the
iPhone (maybe they don’t have a phone yet, or they’re locked in
multi-year contracts with their current carrier), but have now upgraded
their iPods to a shiny new touch. In the process, they’ve upgraded from
a great music player to a networked handheld music and gaming device.
With the iPhone and iPod touch, Apple is winning in two formerly very different spaces:
The smart phones market… really, the mobile phones market: Apple is
already one of the largest phone makers in the world (#3 in revenues
after only Nokia and Samsung), and hands-down the leader in smart
phones and next-gen devices
The handheld gaming devices market. Who’d've thunk in July of 2007 that
Apple would be rivaling Nintendo and Sony for leadership in the
handheld games devices market? Well, six months into the App Store,
there are three times more games available on the App Store than for
the Nintendo DS, five times more than for Sony PlayStation Portable -
and, says BusinessWeek , Apple is on track to sell as many game-capable
handsets in twelve months as Nintendo, the current market leader, has
sold in its most recently reported 18 months.
At Tapulous, we’re still getting used to that idea, and trying to shake
our habits of assuming that all our users are above the legal drinking
age, on an iPhone, and always online.
3. Games games games
Yes, the iPhone is great for social networking and location-based
services, Facebook is the #1 app on the App Store, and you can build a
nice business in any number of application categories. But if you want
to get really big audiences, and tap into all those users with iPod
touches, GAMES it’s where it’s at! Focus on those spare minutes people
have as they wait for their friends, when they’re stuck at the airport,
or between classes. 3 minutes (the length of a song) is not a bad chunk
of attention to grab - as long as you can make sure users remember to
come back for more later. So the “I’m looking for something while on
the go with my networked, location-aware device” is still a valid
use-case, and successful businesses will be built there, but the “I’m
bored for a minute or two, and I may not be online” use-case is where
the action is if you’re trying to build a really big audience.
4. The hybrid model works for us
We went from no revenues in September to a break-even month in
December, so we wouldn’t dare predict what our mix of revenues will
look like at the end of 2009, but so far, the hybrid model is working
for us.
Our free game, Tap Tap Revenge, is bringing new users onto our platform at the rate of tens of thousands per day. We are able to monetize those users through non-intrusive ads and point those 5 million users to our premium games. Over 100,000 users have already upgraded to one of those premium games and we hope to entice many more in 2009. Ad-supported free apps vs paid apps? We’ll take both.
4. Breaking thru the noise: virality, buzz
With more than 10,000 apps on the App Store, it’s getting harder by the
day to break through the clutter. Efforts to deploy Facebook-style
viral strategies have largely failed because the platform isn’t
inherently viral - only a fraction of your friends have an iPhone and
Apple doesn’t create viral channels in the way Facebook and other
social networks do. Things will start changing in 2009 as Facebook
Connect becomes more popular, but good old fashioned word of mouth is
back!
Fortunately, we’ve been able to break through the noise. It’s been a combination of getting there early (Tap Tap Revenge had a fanbase even before the App Store launched), offering a great product, listening to users, working the phones, and a healthy dose of good luck! The payoff: a good number of people who buy an iPhone or iPod touch have heard about Tap Tap Revenge, and go look for it on the App Store as one of their first apps to download, and we now have our own distribution channel in the form of millions of users on Tap Tap Revenge.
Up next: Tap Tap Revenge II, which is slated for launch in early February. TTR II will bring the innovations of Tap Tap Dance and some other great new features to the free game. We hope the launch will bring even more users into the game and deepen user engagement.
Thank you for being part of our family in 2008 - we look forward to working with you to make 2009 even more succesful!
Bart and Andrew
Bambi Francisco Roizen
Founder and CEO of Vator, a media and research firm for entrepreneurs and investors; Managing Director of Vator Health Fund; Co-Founder of Invent Health; Author and award-winning journalist.
All author postsRelated Companies, Investors, and Entrepreneurs
Tapulous, Inc.
Startup/Business
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Tapulous is a Palo Alto, CA based startup building a family of fun and social apps for the iPhone. We are angel funded and have released two apps for the iPhone (as of early August, 2008): Tap Tap Revenge (a music game) and Twinkle (the app that lets you connect with people nearby and your friends on Twitter).
Bart Decrem
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